If i have a android phone. and i want to know if my phone support ARCORE?
Is there any requests necessary ?
Such as the fps of the camera、 size of images 、Android version and so on.
I want to get some specific requirements to assess whether or not it is supported.
Thanks!
ARCore currently has a specific set of devices that it supports:
https://developers.google.com/ar/discover/#supported_devices
Within your application, you can use the ArCoreApk API provided to check whether the current device supports ARCore:
https://developers.google.com/ar/reference/java/com/google/ar/core/ArCoreApk
The ARCore sample applications provide a good example of how to use this API:
https://github.com/google-ar/arcore-android-sdk/blob/master/samples/hello_ar_java/app/src/main/java/com/google/ar/core/examples/java/helloar/HelloArActivity.java#L118
I am looking to create a macOS 10.13 application that tests for virtual reality support. What would be the best way to test a Mac for VR support, considering the CPU, GPU, and connectivity requirements?
Also, given a MTLDevice, is there a way to check for VR support using the Metal API?
I have tried to check the default system Metal device for macOS GPUFamily1_v3 support, but that does not completely answer the question of whether a device supports VR on macOS. The code below is what I use to test support for the Metal feature set.
let defaultDevice = MTLCreateSystemDefaultDevice()
print(defaultDevice?.supportsFeatureSet(.macOS_GPUFamily1_v3))
There is no such thing as "Metal VR Support". There is no special capability or GPU-level feature required to render for VR. Furthermore, there is no such thing as a "spec good enough for VR" as it relies completely on the resolution and frame rate of the particular headset used, as well as your application.
You can query the IOService layer to get GPU model and specs, but you will have to extrapolate the capabilities for yourself based on your personal requirements.
I have been building on top of the iphone augmented reality framework found here
but sadly, on mobiles without gyro (namely the 3GS) it doesn't work (as it states.)
Does anyone know of a fix to make it work with the motion sensors and compass heading instead ? Or would anyone be so bounty-hungry to provide the codes to a such framework ?
I will need a way to either make the vectors work, and if it is not possible, I will need to push through and just use heading only.
CoreMotion do work in devices like 3GS. However, this Framework pARk is for devices with gyroscopes (Runtime Requirements: iPad 2 or iPhone 4 running iOS 5.0 or later)
Gyroscope is a fundamental piece of inertial navigation systems (INS) and thus without it you'll have a severe loss in precision.
Check the paper: "Usability of apple iPhones for inertial navigation systems" for a comparison of the performance of iPhone 3GS and iPhone 4. The author's conclusion is:
However, the tests show that even with the use of filters
it is challenging to build a precise INS using sensors from
common devices because of their inaccuracies and high
error rate. The results show that the iPhone 4 can provide
tolerable results for a short time, but then the deviation
becomes too high because of the error rate. Currently we are
implementing a multi-dimensional Kalman filter to examine
possible enhancements. Furthermore we try to improve the
system by using more sensors from the iPhone 4, e.g. light
sensors and camera.
I believe you should think your app to support only iPhone4 or newer.
I'll be working on a project in the near future to develop a relatively simple Bluetooth/Gyroscope application. The customer doesn't seem to know whether they want this to work on the iPhone or the iPod Touch and I have no experience working with either of the two- so it's best to assume they'll want it to work identically regardless of device.
I'm getting mixed results in my searches, some are saying that the iPod Touch does have a bluetooth chip or gyroscope and others aren't mentioning it. I assume the version of the device will matter, but I'm not sure what generation I'll be dealing with.
Are there any differences that I'll need to be aware of if I begin development with only one of the two devices? Also, what are the most widely supported development tools; my experience is obviously quite limited in this domain.
A good starting point is the iOS Technology Overview
The iPod Touch obviously lacks the phone capabilities and will more likely not have an active network connection as it only has WiFi. Bluetooth and Gyro will be there on both models (latest generation at least).
Does anyone know what kind of range can you get from the iPhone
bluetooth? Also, would the connection be strictly one to one? I know you
can choose from a number of peers to connect to but once the connection
is established, it seems you can only transfer data between one peer? So
basically, is it possible to create some kind of "multiplayer" experience?
Just answering the range part of your question...
The 10 meter figure for class 2 devices (of which the iPhone is an example) is very much a guideline.
The range of a Bluetooth device is limited by many real world factors. The 2.4 GHz radio frequency used by Bluetooth is strongly absorbed by water. For example, consider an iPhone connected to a Bluetooth mono headset. If the headset is in one ear and the iPhone is in your trouser pocket on the opposite side of your body, then there's a lot of water between the two devices. This will often cause a significant amount of packet loss in practice (you can hear this in the audio being carried). So, in this case, the range is about one meter.
At the opposite extreme, two class 2 devices separated by nothing more than clear air can get ranges of hundreds of meters.
Other factors that influence things are:
Interference - Lots of things use 2.4 GHz. WiFi, for example can cause problems.
Antenna design - Space and cost constraints often mean that the antenna design is sub-optimal. I don't know how good the iPhone is in this respect.
Walls - Generally walls attenuate Bluetooth signals. However, sometimes they are useful reflectors.
Quality of hardware - Some chips work better than others. Even different firmware revisions of the same chip may perform differently. Different versions of the iPhone probably have (or will have) different chips in them.
Protocol - It is possible to work around poor signal quality with error correction and retransmission. Even if the iPhone SDK forces you to use a particular protocol, careful design of your application can make a difference.
So, in summary, you should probably do some real world tests.
The connection is one-to-one, but you can create an adhoc network with one of the phones acting as the master/coordinator. The other phones would route all their communication through the master/coordinator.
One device can theoretically connect to 7 devices. according to the master-slave role, the device can multiplex between each of them giving the user an impression that you are connected to all of them simultaneously. Bluetooth specification does not stop you from doing that.This is theory.
Now for the iphone, whether it can connect to to more than one device can only be answered by apple or someone who knows the iphone bluetooth API. But I am pretty sure the bluetooth chip inside iphone should be able to connect to more than one device.
Range is essentially going to be good enough for a normal sized room to be covered. It can be longer or shorter depending on environmental circumstances, but remember that bluetooth was created to implement short range connections.
A bluetooth device can be part of a piconet of eight devices, one master and up to seven slaves. The slaves cannot communicate with each other, they must talk through the master, think of a star topology with the master in the center. The iPhone SDK has a GameKit framework that can be used to create the network for multiplayer games. Go to developer.apple.com at look at the GKTank and GKRocket sample code to see how it's used. These games only support two players, but the GameKit framework supports more. Look at the app store and you will see games that have four or more players.
Hope this helps to get started.
Apple iPhone 3G has a Class 2 bluetooth module. Class 2 Bluetooth devices have a communication range of 10 meters.
At a given instance a device can connect to just one device because it follows a master/slave communication model. But still we can perform a multiplexing. So we can virtually connect to more than 1 device and by rapidly changing the connected device.
I found a good article here. It explains bluetooth very well.
According to the my knowledge, multicasting is not impossible with bluetooth. So gaining a multiplayer experience is NOT impossible.
The bluetooth in the iPhone is Class-2, with a 10-meter range, approximately.
Unfortunately I can't answer the other parts of your question.
One device can be connected up to 8 others. It all depends on the iPhone bluetooth API (which I don't know anything about), but with Bluetooth itself you could then send data to multiple devices.
I tether my iPhone to my laptop over bluetooth every day, and I seem to remember having done that at the same time as using a bluetooth headset. YMMV.
It’s the latest incarnation of Bluetooth, the wireless device-to-device technology that allows your phone to talk to headsets, car stereos, keyboards and other devices directly, without the need for a router or shared wireless network.