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Whirligig OpenXR

Hi Everyone

So I've just uploaded the first version of Whirligig with OpenXR support I wish to shout about :) Check the betas: whirligig_openxr_early_access_v.4.972

So I've been working hard on this big update that will allow for a greater cross compatibility and better all round support.

Why OpenXR
Whirligig has for a long time support two SDK's. The Oculus SDK and SteamVR SDK. These SDK's are both in the current default version. When running Whirligig it will test the VR headset and then run the correct SDK. This has worked well for a long time but has some distinct disadvantages. The main issue that I have is that the code has to be split between the two SDK's which decreases the ability to fix issues as I need to test with both. It also means that separate support for every controller has to be made. On top of that whenever I update one beta I can't easily update others as each time I have to make major changes to the code to get it on each store. It restricts the builds to just those two platforms Oculus and Steam and currently they aren't running at the same versions.

OpenXR offers a way to integrate all the features and controllers without having to rewrite for every headset. This has long term advantages as all the major manufactures are starting to or already supporting OpenXR.

Whirligig OpenXR - Advantages

Controller Skin support for all controllers. I've universal controller design and you can choose between which one you have.

Requirements to run SteamVR or Oculus Store are no longer required. You can use whichever store you wish as long as it supports OpenXR. Anyone with a Mixed Reality headset for instance can now run Whirligig without SteamVR.

Universal Updates. As Whirligig exists on both PC VR and mobile VR this update allows me to work on all versions at once. This allows me to make improvements to one version and that can be translated across all versions. When things are going strong there will be simultaneous releases of new updates on multiple platforms at once.

New headsets with OpenXR support will have automatic compatibility.

New features that come to OpenXR can be integrated giving multiple headsets automatic support. For example OpenXR has introduced hand tracking support. Once I've integrated that it will become available with each headset as they add their OpenXR support.


Whirligig OpenXR - Disadvantages

Not all features are supported with the current OpenXR version. The main one that has support in all Headset SDK's but fails on practically all of them is User Presence. As this feature is currently not working the option for things to happen when putting on the headset is practically disabled.

Once it's been fixed it'll be integrated back in but until then it isn't functioning properly.

Many advanced features that are available with a headset are only available with their SDK. This means that I currently have to miss out on certain updates such as video passthrough and eye tracking. All the major headset manufacturers have signed up to support OpenXR however so these features will come in time.

Individual controller models have been dropped. I’ve been working on a universal controller that has the standard layout without being headset specific. The advantage of this is that I can now have skinnable controllers for all headsets and I can also improve the on controller controls (which I have done). I’ll continue to improve this support as I go.

So give it a go
This release has a lot of major under the hood changes with all the old SDK and controller scripts ripped out and replaced with the OpenXR setup. I’ve also completely replaced the input system so that it should have better compatibility with gamepads as well as VR Controllers.

So I now want as many people as I can to give it a go and report back any issues they’re having. With such a big change switching the default is quite a frightening prospect so any issues I can squash before that the better.

If you run into bugs message here or contact me directly [email protected]

In Other News
As mentioned above Whirligig is available for some of the mobile headsets. The first that has official support is the Oculus Quest 2 (not the Quest apparently so I need to fix that). This is available from applabs but I’m also giving codes away to people who already own Whirligig on Steam or other stores. If you’re interested in a Quest 2 Applab code email me [email protected] and I’ll send one over. Note, I only have a limited number though.

The other headset that it works with is the Pico 3/4. However this isn’t available in the store yet. I do hope to get it in the store but I need testers to help me get it store ready (it’s pretty close to be honest). So if you own a Pico headset email me and I’ll be able to send a link so you can try it out.

And Finally
That’s it for now. I’m going to be ramping up releases as I work through the bugs so expect a bit more activity here over the coming weeks.

Hope you’re all well and keep watching.

All the best

Phil






Whirligig 4.92 beta available

Hi Everyone

So I've released a new version of Whirligig in Betas, version 4.92. This version has some big updates under the hood including a move to the latest version of Unity which should improve stability and help for future updates. I've also worked on some of the explorer stuff including the loading of thumbnails.

Explorer
  • Thumbnails now cache the stills they make so that the next load will be a lot quicker.
  • Thumbnails only load if in the viewport so loading a folder with a lot of images/videos won't spend the whole time caching every piece of media.
  • Desktop mirroring has been looked at and and a couple of things fixed.
  • Webcam has also had that.
  • Early integration of NDI support. Still early days on this but it's has some support and it's development will be dictated by the interest from the community.


SteamVR SDK and Oculus SDK news
So I've been stuck in a quandary for a while. On the Steam Store Whirligig contains the Oculus SDK and the SteamVR SDK and picks the one to use based on your headset. On the Oculus Store the SteamVR SDK has to be removed. Oculus has updated there Oculus SDK dropping support for Unity 2019, which means that I've got to update the Unity version to use any new features in the releases of the Oculus SDK.

I did the update installed all the latest SDK's and ran into a bug that appears to be in the Oculus SDK. Basically the Oculus SDK causes Whirligig to crash on load. Finding no solution I have chosen to remove the Oculus SDK from the Steam Store version. This has meant quite a few updates and bug fixes that I've been working through.

So my question here is, is removing the Oculus SDK from the Steam Store version a big deal? I've kept all the same features and I think it'll will help Whirligig work more consistently on Steam. What do you guys think?

And Finally
So give it a go, let me know of any bugs, features you'd like and any thoughts you have. I continue to work on Whirligig and don't intend to stop although I don't have as much time as I used to so progress isn't always good. Despite that I don't intend to stop my work on it and very much appreciate your thoughts.

Apart from that, keep cool (I'm in the UK we're having a heat wave) or warm depending on where you live. Until the next update, happy watching :)

Whirligig for quest on Applab

Hi everyone

I've finally manged to get Whirligig on Applab. It's been on SideQuest (itch.io) for a while but I wanted to move that build to applab to make it easier to get on the Quest.

The reason I'm posting here is that I want to get a few people to check it out and let me know how they get on. Basically if they have any problems etc.

I'm offering free codes to anyone who already own it on Itch.io/Sidequest and that won't change indefinitely. I'm also offering codes to anyone who owns Whirligig on any other store/platform. So if you've got it on PC on Steam for example give me a shout and I'll send you a code. That offer might change depending on how many people take me up on it.

So how do you get your code? Email me [email protected] with any details you have to say you've already purchased it and I'll send you back a code.

Probably the biggest thing in the last update is the positional sound for 5.1 audio. This is also in the Quest version (only in the Exo Player video path). It's something I've wanted in there for a while :)

So give me an email. Feel free to ask me any questions here as well.

All the best and happy watching.

Phil

Whirligig Beta 4.9

Hi everyone

So we have a new update with some exciting improvements. First a couple of images:





Thumbnails option added to Explorer
You can now choose a thumbnail view in the explorer. This is a relatively new update and I think it will struggle with folders with a large number of files. Give it a go though and let me know what you want improved on it.


Audio menu
With audio getting more complex I've given it it's own menu. This allows for more control and new features to be added.

Audio Tracks
With the new menu I've been able to provide a much easier way to select audio tracks and also give more details on what each track is. Simply click the track you want and it'll be selected, also which ever audio track selected will be remembered when the same media file is opened later.

Surround Sound
So this is the exciting one. Basically I've wanted to be able to have positional audio for multi track videos for a long time. Many videos come with 5.1 audio and all the programs you use to play them merges them down to a stereo output. This is generally OK for headphones but with VR you are missing the opportunity to place that audio in a 3D space. This also allows you to take advantage of spatial sound. With direct access to each channel I can now place them in 3D space and give volume options for all channels. If the dialog is too quite you can boost the centre channel for example.

Other options also include showing speakers so you can see where the audio is coming from and lock rotation so that is plays as stereo instead of being head tracked.

Subtitles
With the update to the audio track selection I've also worked on including this for subtitles. There is also support for muxed subtitles in Media Foundation (These will be displayed at their correct times but the time they disappear is based on the length of the subtitle, hopefully I'll be able to fix this soon).

Trying the beta
It's very easy to try the betas but if you've not done it before I've made a tutorial to help:
https://youtu.be/z9pv-cgn4IE

Thoughts
This is a big update and for this reason there is a good chance it'll still have bugs in some way. Please let me know if you run into any problems [email protected] or post on the Whirligig Steam forum. I'd also like to know what other options you would want regarding these new features. Are there some kick ass features I could include in the next update :)

Final Thoughts
Work on Whirligig still continues and will continue to continue. Whirligig is a long term project for me and I intend to support it as long as I can. In saying this I also have other jobs so I can't work on Whirligig full time so updates tend to come in spurts. Many have suggested new features and bug reports and I continue to fix and add these in subsequent updates. Not always straight away depending on complexity.

All suggestions are welcome, and I really appreciate feedback. Most of the features I add have been requested so it's worth suggesting something if there is a feature you'd really like.

I hope you like the updates and I look forward to your feedback.

Happy watching :)

Phil

whirligig_early_access_v.4.896 update, thumbnail support in explorer

Hi

It's been requested a few times to have thumbnails show up in the explorer. In this update I've added a system that allows you to switch to a thumbnail view.

So this is the first version of this to be released. I think it's working ok, it does go through each file so if you have a very large number of files in a folder it might have problems. I'm hoping that all you can let me know what you think, what problems you have and what improvements I can make.

Here are some screenshots that illustrate the update:





So as I said it's the first iteration of this and will probably have problems. So be careful not to throw too much at it to begin with. I very much want to here everyone's feedback on this :)

Hope you like it :)

Phil