Port Translation - Cardboard to Oculus Quest II

Port Translation - Cardboard to Oculus Quest II

Cardboard 3DoF to Oculus Quest II 6DoF

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A port translation from Cardboard to Oculus Quest II have some topics to attend like the Degrees of Freedom, and Oculus Quest II have a extra dimension to take in account.

What is Degree of Freedom(DoF)?

One element you’ll have to consider is degrees of freedom (DoF). DoF describes how a learner can move in a virtual space. There are two DoF classifications.?

What are 3DoF and 6DoF?

3DoF (Three Degrees of Freedom): With 3DoF, learners become stationary. They can look left and right, up and down, and pivot left and right, but they cannot move throughout the virtual space. Additionally, learners can interact with the environment via gaze control or a laser pointer controller.

6DoF (Three Degrees of Freedom): With 6DoF, learners retain the three types of movement that 3DoF enables and gain more movement freedom. They can move forward and backward, up and down, and right and left. Learners can observe and interact with objects placed in the environment, just like they would if those objects were real.

How to port that?

If we want to port from Cardboart 3DoF (Three Degrees of Freedom) to Oculus Quest 6DoF (Three Degrees of Freedom) there are the option to add those Degrees of Freedom or not all depends on your wanted experience and if you want take advantage of that feature, our game engine like unity, unreal engine or other have tools to configure and approach that.

Cardboard and Oculus Quest II SDK's

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What are Virtual Reality (VR) SDK's?

Virtual reality software development kits, or VR SDKs, provide the fundamental tools to design, build, and test VR experiences. These SDKs are the building blocks to create VR experiences such as mobile apps, marketing experiences, training simulations, and more. VR SDKs offer the tools to perform functions such as adding, cloning, and moving 3D objects.

Google Cardboard SDK

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It is a open sourse software developed by Google and allows you to build immersive cross-platform VR experiences for Android and iOS.

With essential VR features such as motion tracking, stereoscopic rendering, and user interaction, you can build entirely new VR experiences or enhance existing apps that support VR.

In my personal experience Google have to work more in Unity compatibility because in new Unity version have a lot of deprecated packages problems, port a Google Cardboard to Oculus Quest II is no so difficult, a good option is uninstall Google Cardboard SDK and install Oculus Quest II SDK.

Oculust Quest II SDK

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Oculus Quest II SDK is very complete and have a lot of tools to develop 6DoF immersive experiences, Oculus Quest II SDK is avariable for Unity3D, Unreal Engine and Native Developing, The Unity XR?SDK?Pipeline enables the use of Oculus Touch controllers and head tracking with the?Oculus Quest.

In my personal experience Oculus Quest II SDK have a lot of compatibilty with Unity and it is comfortable to work.

How are the controllers different?

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Cardboards usually have no controls, immersive experiences are limited to use timer gazes that is a system that consist in a loading bar that user have to interact with objects in virtual space, the graphical capability depends on cellphone features and experiences are limited.

Oculust Quest II is a specialized device for Virtual Reality Immersive Experiences and have controls, speakers and awesome graphics to ensure good immersive experiences.

In my personal experience Oculus Quest II SDK are more updated and compatible that Google Cardboard SDK.

Cardboard and Oculust Quest II graphics capabilities differences

For me compare Cardboard and Oculus Quest II graphical capability make no sence because Cardboard depens on own cellphone capabilities and Oculus Quest II have its own hardware and graphics.

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