This app was mentioned in 50 comments, with an average of 2.52 upvotes
The Cardboard demo app is a great place to start. It has a cool but limited version of Google Earth, and also a list of recommended apps
After that, I'd recommend Tuscany, checking out a stereoscopic YouTube video, and Cardboard Camera. Have fun!
That's like counting every smartphone user as a VR user, because in theory they could use it for VR. In reality almost nobody even knows about the VR mode in Maps on Android, so it is not really a good measurement.
But just a few weeks ago the Google Cardboard app passed the one million installations milestone, seven months after it was released. It is safe to assume that everybody who installed it knew that this was a VR app and installed it for exactly that reason, making them actual VR users. Even if future growth will be only linear (which so far it wasn't), by the end of 2016 there would be 4.3 million installations.
I don't think you mean a QR code. A QR Code is just a specific type of barcode, and functions like any other barcode. The image carries encoded information, such as a website url or meta-data about the product it's printed on, which is read when the image is scanned. QR codes are just printed images, and can't be "linked" to hardware.
I think what you meant is whether or not there is a program that would let you use the crosshair to activate buttons. To answer that question, no, not universally. Some VR programs, for example Google's Cardboard App allow you to hold the crosshairs to select menu options. However, it varies from program to program.
That being said, there are a lot of cheap headsets that have buttons if you're using your smartphone as your headset. For example, Google's cheapest cardboard viewer
Edit: Rewording a couple sentences.
There is an Earth demo in the Cardboard demo app.
It's got only a few bookmarks, but you can "fly" to any other locations the hard way.
As with other cardboard apps, you either need to have a mouse plugged in (if using Daydream headset) or a cardboard viewer with a button to properly use it.
It's already possible with Google Cardboard (official Google Carboard app) :
I don't think there is a version for HTC Vive or Oculus Rift (yet?).
I think it requires iOS. On iOS, Explorer is the compass icon second from the left (after Tutorial). On Android it looks like Google replaced Explorer with the Tour Guide demo that takes you around Versailles like you mentioned. (Google kept the former Explorer compass icon for Tour Guide.)
On iOS in the Explorer demo the first photosphere is a dinosaur skeleton in the American Museum of Natural History. Tapping the button brings you to a Frontiers of Flight museum exhibit, followed by an Endeavour space shuttle exhibit, Gueva del Indio in Puerto Rico, Gunnuhver Hot Springs in Iceland, and the Mars Spirit Rover.
Uhm, ~~haven't gotten around to trying it yet~~ it does seem to be gone, but in the screenshot on the Play Store page for the Cardboard app, the Earth icon is still shown, and it's also listed as an included demo in the description...
It's still present in version 1.8, and I guess one place that should be legitimate to get it from is its ApkMirror page.
GSMArena says yep. Like the other commenter says, try to download the official Cardboard demo app. Its a good first thing to try anyway, and it won’t be available if your phone specs aren’t supported.
What exactly do you expect to happen? The QR code just changes the settings the Cardboard SDK uses to render the two images, so if you start e.g. the Cardboard demo app after you have scanned the code, it will render the images at a distance that matches the lens distance in Cardboard v2. The QR code isn't a link, so it doesn't start any app, instead it influences the behavior of the Cardboard apps you start yourself.
Do you (or does he) have access to an Android Phone? If so, you can download the Cardboard App or simply use Google Maps' VR option to see a quick demo of what VR can do with everyday information. VR is beyond beneficial for architecture, it is a required tool. :-)
No. But try Google Cardboard apk. You can use your headset without Daydream for 360 VR stuff like pics and videos.
https://play.google.com/store/apps/details?id=com.google.samples.apps.cardboarddemo
Phonearena doesn't mention a gyro, so no. Easiest way to see if a phone will run Cardboard is to download the Cardboard app from Google Play. If you can't download the app, or if it doesn't respond to rotating your phone correctly, then your phone won't work with any other Cardboard SDK app (most of them).
The Google Cardboard app is a good place to start: https://play.google.com/store/apps/details?id=com.google.samples.apps.cardboarddemo
It has some good demos, and it suggests other Cardboard compatible apps, such as the Caaaaardboard! game ($1.99): https://play.google.com/store/apps/details?id=com.dejobaangames.caaaaardboard
There's also a Google Cardboard subreddit: /r/GoogleCardboard
Below one of the first reviews for the Cardboard app on the Play store from An Nguyen, written when no clones were available and Google suggested to order a large pizza to use the box for the thin, but strong cardboard required to build one yourself. Now I finally have a reason to quote it.
> The most misleading VR experience I've ever had
> After I read about the Cardboard app, I immediately went to the best pizza place in LA (Little Ceasars), and bought the biggest pizza that was packed in the highest quality cardboard material that is known to mankind. I also acquired the best kind of rubber band and magnets on the market for the project. The hardest component to get was the lenses, but I was able to obtain a pair from the beer bottles in my fridge. The explanation and instruction was extremely clear and easy to follow. I was able to get my Cardboard VR ready within about 30 mins. My cardboard VR worked flawlessly, for about 5 minutes. After that, I kept smelling pizza, and couldn't find where the source was. After using the goggle for a while, the area surrounding my eyes and nose get very greasy. That's right! Greasy! I hope my review gives you a little insight of the experience.
This video doesn't show the VR street view mode in the Google maps app, but the street view demo that was part of older versions of the Cardboard.app. It presented a ride through some streets in Paris, but you couldn't deviate from the path or pick another location, only start, stop and look around. This demo is no longer part of Cardboard.app, but the Google Earth part still is.
Google Earth was the first demo Google released when they released google Cardboard, it was google earth VR running on mobileVR. It do works take a look at google cardboard demo. https://play.google.com/store/apps/details?id=com.google.samples.apps.cardboarddemo
Sure, here's the Google Play Store link and here's the iTunes link. Enjoy!
I use the Virtual Reality goggles of a generic brand, and a Samsung Galaxy S7 (not the edge one). Admittedly the goggles are cheap but it's basically very similar to the cardboard app.
Also, I should mention that the default cardboard vr demo app (with the flat polygons, seagulls etc.) works very good on this setup. The images in the demo are aligned well, no double vision or eye strain. So maybe the issue is with the YouTube videos?
You can try the Google Cardboard app. When it wants you to scan a QR code on a headset you can skip that step. When you move the phone around, the view shown on the screen should update with almost no lag, and shouldn't move if you're not moving the phone. Thanks for checking!
Actually it seems like it's not the gyroscope that's the problem, it's something related to Google VR Services maybe. See my edit in the post above.
I think that the 5 million number is from Google Play installs of the google cardboard app, which currently suggests between 5,000,000 - 10,000,000 installs. I think the assumption is that it is referencing all types of players, so yes it includes gear VR if it requires the google cardboard app.
Could You check if after update during using google cardboard the image is still so shaky? issue To check this, you don't need to have cardboard viewer. Just install the software Google Cardboard and please check if it still shake. It would be very helpful.
This is clearly a 3d virtual reality best viewed with the Oculus Rift or other VR device. Which I do not posses. So unless there's Cardboard for Windows Phone, I'm shit out of luck.
Grab the official Cardboard app, go to the menu -> Settings - Switch Viewer. That'll open your camera and look for a QR code. Open the ViewMaster, find the QR at the bottom center. The Cardboard app should now say 'configured for View-Master', and all apps should now have the correct FOV and IPD for the VM.
From [Tinydeal Cardbord basics, tips and modifications (magnets, centering, grease protection)](/r/GoogleCardboard/comments/2ivsls/tinydeal_cardbord_basics_tips_and_modifications/):
> Google recommends neodymium magnets, while those from Tinydeal are regular and much weaker magnets. The magnets aren't particularly useful anyway, since almost no apps support them, but if you want to use them, you may have to modify your Cardboard. I use one of the officially supported phones and had tried it with different magnets before. From this I knew that the position of the magnets has to be very precise to work as a trigger. The Tinydeal magnets were too weak and too far away, but worked if I placed the phone slightly higher. So I extended the holes for both magnets by about 5mm/0.2inch downwards and everything worked fine. You have to extend both holes, because the magnets hold each other in position, and if the are pulled too far apart, one of them will flip over. As a side effect the magnet became easier to grab due to the extra space above it. The Tutorial part of the Cardboard app can be used to try the magnets. Try first without Cardboard by moving the magnet across your phone with your fingers to determine if it works at all. If not, you can simply double tap the screen instead of pulling the magnet to trigger something in the Cardboard app.
Very good info, thanks for the detailed write up.
So with the Cardboard.app and the "exhibit" 3d model viewer demo, I have a nearly perfect dual image, I see two clean, crisp 2d floating models side by side, almost as if I was looking at my phone without the cardboard viewer. If I close either eye, one of the 2 models disappears, but I don't lose clarity.
If I use the "tour guide" demo I end up with some serious overlap of the two images, which looks like im cross eyed even when im not. Everything kindof blurs together.
I believe the IPD on my cardboard is the standard 60mm.. I'm headed home now and I'll check out that profile generator, I'll let you know how that goes. I'm glad you mentioned changing the IPD setting, or I would have just been modifying random fields and hoping for the best.
If that fails I'll try moving the lenses - at which point I might just make a new viewer rather than chopping up mine any more... however I measured my IPD with a ruler in the mirror, and im almost exactly matched up with the center of my lenses, so I don't think that is the problem.. we'll see though!
Thanks again - will report back shortly.
EDIT: If anyone else stumbles across this post and has a d-scope pro cardboard, I'll save you the trouble of doing this step: ILD Test Sheet
I am aware that you focus on the current state of the "Oculus VR platform", but to give you a few numbers: Oculus just reported they sold 100K DK2, so by now a total of about 200K Rifts are out there. A few weeks ago the official Cardboard app passed the one million installations milestone, about seven months after it's initial release. I will not seriously compare the experience you get from Cardboard with anything that has the name Oculus written on it, but if you look at the "not just Oculus VR platform", five times the number of all Rifts is not "barely squeaks in". And this completely ignores China that doesn't have access to the play store, but where 3D goggles are sold in numbers that currently pale all Oculus sales.
Your argument still stands if Oculus never opens their SDK to other phones or operating systems. But that is not very likely, if they are actually aiming for "VR platform".
Uh, I linked to those specific headsets for a reason, not at random: the reason is that they are in fact known to be reputable and decent on this sub, and below your price point. I haven't looked at Amazon reviews and really see no reason to, as they are not really going to be about the product per se but that specific listing, as these items are found under many slightly different names and what matters is to actually know what you are really getting, not the reviews. This subreddit has plenty of information about that. I have no clue at all about the one you linked. You can find reviews for more headset at VR Kommando's and VR Shop's YouTube channels, as well as technical data about a few at Sites in VR. Many of the good ones will, however, be above your price point on Amazon (though not necessarily on Chinese sites).
The LG K10 doesn't have seem to have gyroscopes. Without those, VR won't work. You should download the Cardboard app and see if it works at all (meaning, mainly, whether when you move your phone, the image moves accordingly), before buying any headset.
Best depends a lot on what you are looking for, so I will settle for "worth your time". Almost all of them are free, for those that aren't I've listed the price. If available, I've added a link to the Android version too. The list is in no way complete, these are just some I happen to know and consider interesting, there are a lot more, but many are rather bad. The Cardboard Unity SDK for iOS was released last friday, so we'll probably see a lot more VR apps for iOS in the future.
Experiences/Rides
Exploration
Games
Music
Viewers
The last two I included just for completeness, there may be better ones available.
PSVR has positional tracking for the headset and controls, which is a sorely missing item for mobile VR. So, not nearly as good as that, but still pretty fun for the price, IMO.
The quality of experience will depend a bit on what kind of phone you have — 2560x1440 resolution and a ~5.5" screen are best and will give decent sharpness and FOV with a good viewer. An older iPhone with ~1280x720 resolution and a 4.0" screen is going to be basically bad. Also, there is limited software available for iOS compared to Android. Download the Google Cardboard demo app to make sure your phone has a gyro if you are not sure.
If you have a phone with at least 1920x1080 resolution, aren't planning on getting a new phone this year, and $20 isn't a big deal to you, go for it IMO. The BoboVR Z4 is the current general recommendation, and a version without headphones can be had for a little under $20. Although keep in mind the free shipping may take over a month.
If $20 is a bit much or if you phone isn't that great, you might want to get a super cheap cardboard to start with. Hard to have serious regrets about $6. There may be cheaper ones out there, but getting lenses larger than the original v1 25mm diameter ones is crucial.
If you are planning on getting a new phone this year, Daydream is going to be released in that timeframe too. Definitely worth waiting a few months for. If you have a recent high-end phone it may also be possible that there will be limited Daydream compatibility for phones that at least get Android Nougat.
If/when you do get a Cardboard viewer, check this thread on people's favorite apps so far.
It’s not an either/or. If you have a PC with a decent GPU, getting a PC-based VR HMD is pretty nice, even if there aren’t a ton of games. But even the very cheapest WMR HMDs on sale are about $200 (a very good value, even if the tracking has some limitations). A basic phone viewer is less than $10, and if your phone has a 5.5” QHD screen, it’s better on raw resolution than Rift or Vive, might be preferable for movies watching if the decode ability is decent.
Very different uses and capabilities though. All the PC-based hardware has full 6DoF motion-tracking for the HMD and controllers, phone-based is rotation-only 3DoF, and only GearVR and Daydream have a 3DoF controller.
But if ~$10 isn’t a big deal for a novelty (and if you don’t have a phone that supports Daydream or GearVR), I recommend getting a basic phone viewer. The Knox V2 is cheapest and they also offer a simple Velcro headstrap. All the options at that link have a button or allow you to directly tap the screen, which Google’s Cardboard apps rely on.
Edited to add: free apps to start off with on Cardboard.
Here's an idea that might constitute something of a diagnostic tool: run the Google Cardboard demos using your Gear VR as a viewer while configured with the QR code that can be found at the bottom of this page: http://www.sitesinvr.com/viewer/gearvr2016/index.html
That's a pretty good distortion correction profile for the SM-R323, 324 and 325. If things look dramatically better then we'll know you've got a problem that can be fixed. If things look worse in extent, or about the same, then we know that you're either just particularly sensitive to the slight amount of distortion that remains or you have a physical lens problem (at which point I would suggest trying to find another sample to try).
This might help if you're not familiar with using your Gear VR to run Cardboard apps: https://www.reddit.com/r/gearvr/wiki/faqs#wiki_can_i_run_google_cardboard_apps_with_my_gear_vr.3F
(if you don't want to pay for one of the required apps you could just flip the USB connector up and press your phone against the headset and hold it there)
Make sure the image has an aspect ratio of 2:1, then download the picture to your phones local storage. Make sure the filename has the prefix "Pano_", for example:
"Pano_myBedroomPanoPleaseIgnoreTheBalledUpKleenex.jpg". If you've done these two things, then the image should show up in the google cardboard demo, under photospheres.
If you've done these things and the image still isn't showing up, you might have to add metadata to the image. I've never had to do this before, so I can't help you much on the topic other than provide this link where they describe how to add the exif/metadata that makes the panorama play nice with the Google Cardboard app.
Bonus: Here's a panorama of a local curling rink I shot last weekend
Sorry, I linked to it in a recent thread and I didn't want to look like I was spamming.
Holography is one option, another is Virtual Reality. Google Earth is already pretty impressive when viewed in a low cost VR headset such as Google Cardboard:
https://www.google.com/get/cardboard/
Anyone who has a compatible Android smartphone (or tablet) can download the "sampler" app from Google Play and give it a spin:
https://play.google.com/store/apps/details?id=com.google.samples.apps.cardboarddemo&hl=en
It would essentially be the interactive version of the map here (click on the small globe icon on the left edge to see the virtual globe):
http://worldpopulationhistory.org/
Except it would be viewed through a VR headset instead of a web browser.
The experience could be made very immersive, giving the impression of being in a cavernous hall looking up at a virtual globe two stories tall, or perhaps from a viewing platform that can be "flown".
With better (but more expensive) VR headsets the whole experience could be made very high fidelity and could come very close to Bucky's original vision.
Yes absolutely. Manufacturers usually supply their own QR codes with the headset or on their website. Install and open the Google Cardboard app on your phone, then go into the settings and choose 'Change viewer' and scan the supplied QR code. Now any VR apps you open will use these settings to distort their image to match your specific headset.
If you don't have a QR code from your manufacturer (or you're not happy with the quality of image it provides) you can make your own -
Hope this helps!
You'll pretty much have to build one yourself. The only other tablet based viewers I am aware of are the [Durovis 7](/r/GoogleCardboard/comments/398kps/durovis_dive_7_the_first_head_mounted_vr_viewer/) for up to 7", and the AirVR Kickstarter for the 8" iPad mini, with a lot of angry comments by backers for not (yet) shipping.
Tablets aren't very good for VR in the first place, because the perfect width of the display is dependent on the human eye-to-eye distance (IPD). With an average IPD of 64mm the viewable display width when using regular convex lenses is 128mm, so a larger screen will only add weight and reduce pixel density, but not increase the image/field of view. The display in the Nvidia Shield tablet is about 169mm wide, a significant part of the screen will be out of your field of view. If you want to give it a go, take a look at this thread about using a [Samsung Galaxy Tab Pro 8.4"](/r/GoogleCardboard/comments/2wogr2/trying_to_make_hmd_for_samsung_galaxy_tab_pro_84/) for Cardboard.
If you are looking for an easier way to just give it a try, you can get a Cardboard v1 clone made for larger phones with 37mm lenses and 50mm focal length. Keep Cardboard on top of the tablet by bending the flap that usually holds the phone outwards and pressing it against the screen with your thumbs while holding the tablet with both hands. You'll probably have to create a viewer profile to get it to display correctly, but for apps that use the Cardboard SDK like the official Cardboard.app it should work.
I don't have a full solution, but you may be able to fix parts of it rather easily by creating a custom settings QR code with the Google View Profile Generator. The SBS videos don't really work as a test, as they are recorded with whatever IPD setting their creator was using at that time, and the resulting IPD depends on the size of the screen the video is played on, making it more or less random. I'm not sure if the 360° YouTube app will actually read the settings from the Cardboard SDK, this would be worth testing, but for now I'll assume that it doesn't.
So the only proper test will be Cardboard VR apps, which actually read the settings and render according to the actual screen size and DPI. If you can see e.g. Cardboard.app clearly without double images, then the physical setup is okay. If not, try creating a new QR code with the default parameters, changing only the inter-lens distance in steps of e.g. 2mm. This takes only a few seconds and you can scan the code directly from a screen. The distortion coefficients only influence barrel distortion correction to compensate geometric distortions introduced by the lenses. Not sure if the Tegra 3 in the HTX One X+ is even supported for this, but double images are caused by IPD mismatch anyway.
All this is kind of a hack, as there currently isn't a way to enter the actual eye-eye distance, so it has to be faked by entering a false lens-lens distance. With some luck a slightly different QR setting will fix the VR apps. With more luck it will also fix the 360° YouTube videos and you already are lucky if the IPD typically used in SBS videos works well for you. It it doesn't work, you probably have to [move the lenses, which isn't hard](/r/GoogleCardboard/comments/2vup8l/5s_issues/). The Cardboard version you bought allows removing the lenses without breaking it, so taking them out and simply testing at which distance the videos work for you is a good idea anyway.
I'm certain the numbers of distributed Cardboards are much larger, as in several millions, and I have some data to support this, both for total numbers and actual usage for VR.
Cardboard has become very popular as a PR give-away, and by now there are posts about free Cardboard give-aways on /r/GoogleCardboard pretty much constantly, today from [Badoink](/r/GoogleCardboard/comments/3dkmrh/badoink_google_cardboard_giveaway_first_10000/) and [Absolute](/r/GoogleCardboard/comments/3dmjy1/absolut_vodka_google_cardboard_giveaway_most/). While the Comic-Con give-aways were from media companies, these are from an adult entertainment site and an alcohol producer, obviously targeting grown-ups. The 50K by Legendary at Comic-Con was the largest number so far, and the [first use of Cardboard V2.0 for promotion](/r/GoogleCardboard/comments/3d0gvd/first_promotion_using_cardboard_2/). This is a recent development, give-aways were more rare and usually limited to a few thousands in the past. Until a few months ago, you usually had to buy a Cardboard clone online yourself if you wanted one, so the majority have "been purchased by actual consumers".
As it is pretty much impossible to determine how many have been distributed, either sold or for free, a better usage indicator is software installations. The first app many Cardboard users installed is the Cardboard demo app by Google. The Google Play store lists installations only in large intervals, so it doesn't show the actual current state, but it already passed the [1M downloads in early February (more stats since 2014-06)](/r/GoogleCardboard/comments/2w4qxj/vr_market_cardboard_app_passes_one_million/). Even if you would assume that 99% of those that get it for free just throw it out, these 1M+ not only had to unfold and assemble it, but also went to the Play Store to install software, which pretty much makes them VR users (or "bite-sized" VR users, as Google recommends to consider it different from "full VR experiences").
Currently downloads are still listed only as between 1M and 5M, but even if it suddenly switched from exponential to linear growth in February, there would be 1.6M installations by now, and this was before everybody and their dog started their own Cardboard promotions. These numbers are limited to Android, the app only became available on iOS in late May 2015. It also excludes all Chinese users, who cannot access the Play Store, but who buy very large quantities of both Cardboard clones and cheap plastic 3D movie viewers with miserable FoV.
As not every Cardboard user actually installs the Cardboard.app, the total number of Cardboards clones was most likely larger than 1M in February already. And the divide between Cardboard.app installations and distributed clones is actually growing, as now a number of new users get it primarily for watching 360° YouTube videos, these may never install the Cardboard demo app. Based on all this is very unlikely that there are only 2M Cardboards out there. My guess is that by now we are much closer to 5M Cardboard.app installations than to 1M with a matching larger number of clones.
The video the article links to is actually really interesting and informative.
Google I/O 2014 - Cardboard: VR for Android
https://www.youtube.com/watch?v=DFog2gMnm44
Links to Carboard app and developer's site:
https://play.google.com/store/apps/details?id=com.google.samples.apps.cardboarddemo&hl=en
https://developers.google.com/cardboard/
Edit:
If you want to make your own cardboard viewer:
I like that one can re-install removed apps from the Google Play Store at anytime by going to the library. So I'm not sure why I have these around. Some duplicate better apps I found, some were free or deals, and some I intend to use at some point but let's face it, I'm just not that into it.
List made using List My Apps
Like I said the default Carboard vr demo app (with the seagulls, wolves etc.) does work well, so maybe the issue is with YouTube app or the videos? Maybe something in the originally uploaded video that makes it incompatible with YouTube cardboard app?
Can someone give a good example of YouTube videos that work well for you in cardboard vr? These are some of the ones I tried that didn't work so well, for me at least.
Is Cardboard installed? https://play.google.com/store/apps/details?id=com.google.samples.apps.cardboarddemo&hl=en
What's this for, then?
I just checked. It's available for install in India. We just need the hardware now.
Incomepitble means that apps like this https://play.google.com/store/apps/details?id=com.google.samples.apps.cardboarddemo&hl=en will not download and install on the phone.
QR code for what? What exactly isn't working? Cardboard app is a good start point.
The Google Cardboard app was released on 2014-06-25. Seven months later it passed the one million installations mark. This isn't exactly ubiquitous or a lot compared to the estimated 1.5 billion smartphones in circulation at the end of 2014, but it at least shows that there is a lot of interest.
Since then we have seen promotions with hundreds of thousands of Cardboards being given away, the latest [being cereal boxes with included lens sets that can be turned into Cardboard](/r/GoogleCardboard/comments/3kazve/vr_from_the_grocery_store_kelloggs_new_zealand/) with matching Android/iOS experience apps. You may or may not consider Cardboard VR, Google itself only calls it "bite-sized" or casual VR, but I consider going from zero to 1M in a few months a success for VR and a good indicator that higher end VR solutions like the CV1 or Vive will be met by a lot of interest too, even beyond a hardcore simulator/gamer audience.