Closed yarandoo closed 7 years ago
Hi @yarandoo
Frankly it's a minor miracle it works at all on iOS right now - it's a total hack. I've had good success with iPhone 7 and above however in terms of performance. My colleague has a 6s and has a pretty smooth experience.
We also went down the path of making a native app for iOS as well.
Is this the new release any better for you? https://videojs-vr.s3.amazonaws.com/0.3.0/example-local.html
BTW just testing the fix for your other issue, thanks for the suggestion. It's looking good.
Hi @jbroberg,
thanks for the quick reply.
I have tried the latest release and I can see the same glitches. Can this be an issue with WEBGL? Or is it purely a performance problem?
See: https://github.com/pixijs/pixi.js/issues/3432
I ll keep trying to improve the experience with Iphone 6. As for our use case going native is not an option.
Thanks for having a look at the other issue, too
I found that the video plays without glitches in cardboard mode.
@yarandoo does your latest comment mean the issue is resolved or is there still an error?
@kfarr unfortunately this is still an issue. Iphone 6 will produce the mentioned glitch. Although it will not produce if it is switched to cardboard mode. For our use case forcing the user to always use cardboard mode is not an option and we would like to have a fix for the glitch in normal mode.
Hi @yarandoo at this point the iPhone 6 is a 2.5+ year old handset on a platform that doesn't really have any native VR support. I'd suggest it doesn't have the horsepower to deliver a good enough experience via Safari. We have observed good performance on iPhone 6s and greater.
If you can get it improved (e.g. by patching flush into the underlying libs we use - likely webvr-boilerplate and/or three.js) we'd welcome any pull reqs.
Are you sure this is a performance issue?
1) Why when switching to cardboard mode there are no glitches?
2) The following project also uses the same underlying technology and the 360 experience works fi e without any glitches: https://github.com/thiagopnts/kaleidoscope
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Closed #12 https://github.com/MetaCDN/videojs-vr/issues/12.
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Hi @yarandoo - I believe so. We don't have an iPhone 6 on hand to test with right now but we had a similar experience with our native app.
In answer to your questions: 1) It uses a different render and effects path for the cardboard view versus pan and scan (magic window)
2) Not exactly. We use webvr-boilerplate + webvr-polyfill + three.js You would need to get stuck into the render path (likely in webvr-boilerplate and three.js) to troubleshoot further.
You might get some immediate success setting the BUFFER_SCALE to a smaller value (i.e. < 0.5): https://github.com/googlevr/webvr-polyfill https://github.com/MetaCDN/videojs-vr/blob/master/src/js/webvr.config.js
Patches are always welcome if you have some success.
cheers
James
Hi, I am having same issue with my game built on Phaser framework. Have you solved this problem? Did adding renderer.gl.flush() after render() call help you?
Thank you for your reply
IOS v 10.3 solved this problem :)
Hi,
Running the hosted examples in Iphone6 IOs 10.2 I can experience a black glitch while moving the phone. (Fullscreen mode, cardboard mode, and normal mode). Also the movement doesnt feel smooth. If phone is left static video will play fine.
Testing in Android and Iphone 7, the experience is much better. No glitches and a very smooth transition.
Are you also experiencing such glitches in Iphone 6? I have tried changing the WEBVRConfig parameters, (BUFFER_SCALE) with no luck.
Example used: https://videojs-vr.s3.amazonaws.com/0.2.2/example-local.html
Thanks!