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Google Cardboard version "stutters"

Posted: Mon Dec 19, 2016 1:10 pm
by stalwart
hi all,

Client viewing a draft cardboard tour (http://www.360imagery.co.uk/draft/sheff ... .2/vr.html) says it is stuttering / jerky when using his Nokia Limia 930 Windows-based smartphone.

Anyone got the same / similar handset you can test on? I've even reduced the panos to 2880 x 1440 equirecs which doesn't seem to have helped. One of his comments: "What I have noticed though, is that it appears to be related to the motion function, when I move the view with my finger it’s really smooth."

Stu

Re: Google Cardboard version "stutters"

Posted: Tue Dec 20, 2016 12:33 pm
by Hopki
Hi Stu,
Not a device I have so can not test, did try on iPhone 7 and plays ok.
Regards,
Hopki

Re: Google Cardboard version "stutters"

Posted: Tue Dec 20, 2016 4:30 pm
by 360Texas
Nokia Limia 930 Windows-based smartphone
Also would help if we knew what browser name and version.

You mentioned that you did reduce the file size to 2880 x 1440.

Is your project an HTML5 Multi-Res output type?
If so what was your 'Level Tile Size' and
how many levels did you create and their level sizes ?

For example we use these Multi Res configuration values shown in pixels:
Level Tile Size 336 pixel (px)

Level 1 1344 px
Level 2 672 px
Level 3 336 px

Where the value Level Tile Size 336 px is equally divided by Levels 1, 2 and to result in a whole number and not a value like 3.551
Level 1 3344 px / 336 = whole number 4
Level 2 672 px / 336 = whole number 2
Level 3 336 px / 336 = whole number 1

The results in an HTML5 multi-res output fewest number of tile with the smallest level 336 px are small enough to fit small smart phone screen and slow CPU graphics processing.


Following that... what is the Nokia Limia 930 screen size ?

It would help if your Multi res smallest screen size was close to the Limia screen size so the multi - res tile sizes would load faster.

I think I wrote the process correctly...