Hello! VR Gallery just recieved a major update. Some prominent features of this update are: It now supports 15 different image formats (including gifs, that previously were unsupported) Loading times of images are about 10-100 times faster (depending on CPU) Loading images wont c
Hello!
VR Gallery just recieved a major update. Some prominent features of this update are:
It now supports 15 different image formats (including gifs, that previously were unsupported)
Loading times of images are about 10-100 times faster (depending on CPU)
Loading images wont cause UI locks anymore
There is no limit on the number of loaded images
Image resolution scaling is now available as a menu choice
It is now possible to control the distance from ground to picture through a menu slider (useful if the chosen picture size is very small)
A new movement option has been added. I wont disclose it, you have to test it in game...
Plenty of bugs have been squashed!
Also, as this revision took a loot of effort to produce, VR Gallery will in a week move from free to "almost free".
First, thanks for using VR Gallery! I will attempt to place all common questions that I get in this thread. Q: When I load a folder with a large number of images, the HTC Vive Home screen is displayed, and the application seems to have stalled. What is this problem? A (short): It
First, thanks for using VR Gallery!
I will attempt to place all common questions that I get in this thread.
Q: When I load a folder with a large number of images, the HTC Vive Home screen is displayed, and the application seems to have stalled. What is this problem?
A (short): It will take a long time to load large folders. There should however be a loading screen presented every ~10 seconds with status information.
A (long): It takes a long time to load an image (up to a second for high-res images). Unity has no means of doing this in a background thread. This means that the images need to be loaded on the main thread (that renders the GUI). HTC Vive shows the home screen if too many frames are dropped. There were essentially three (bad) options to choose from regarding loading images from the disk: (i) present no status updates what so ever, (ii) halt the loading every X seconds and present a status update, or (iii) present continuous status updates but with the price of enormous lag (switching between the HTC Vive home screen and the application renderer every ~300ms). I chose option number (ii).
First, thanks for using VR Gallery! I will attempt to place all common questions that I get in this thread. Q: When I load a folder with a large number of images, the HTC Vive Home screen is displayed, and the application seems to have stalled. What is this problem? A (short): It
First, thanks for using VR Gallery!
I will attempt to place all common questions that I get in this thread.
Q: When I load a folder with a large number of images, the HTC Vive Home screen is displayed, and the application seems to have stalled. What is this problem?
A (short): It will take a long time to load large folders. There should however be a loading screen presented every ~10 seconds with status information.
A (long): It takes a long time to load an image (up to a second for high-res images). Unity has no means of doing this in a background thread. This means that the images need to be loaded on the main thread (that renders the GUI). HTC Vive shows the home screen if too many frames are dropped. There were essentially three (bad) options to choose from regarding loading images from the disk: (i) present no status updates what so ever, (ii) halt the loading every X seconds and present a status update, or (iii) present continuous status updates but with the price of enormous lag (switching between the HTC Vive home screen and the application renderer every ~300ms). I chose option number (ii).