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File (hide): d46898f5aec6df5⋯.png (102.72 KB, 600x600, 1:1, borehole.png) (h) (u)

File (hide): 190d2ab1a444bd9⋯.jpg (Spoiler Image, 236.86 KB, 1200x906, 200:151, vr.jpg) (h) (u)

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 No.1084027>>1084028 [Watch Thread][Show All Posts]

About a year ago I started development on a new booru-style imageboard, and I've recently gotten back into developing it. Aside from a tonne of bugfixes there's a new feature I think everyone might get excited for so I thought I'd share the early work: This is the first imageboard with preliminary VR support!

Basic browsing will still be traditional, but viewing slideshows, pools, comics, and video wills be possible in VR. Additionally, as part of the "can I do this?" work I've gotten support for stereographic images and video working already. The attached (spoiler) image is viewing the stereogram from this post:

https://rule34.xxx/index.php?page=post&s=view&id=1986956

The screenshot doesn't do it justice, but in the picture you can see the tail "pop out" quite a bit when in VR. The image wasn't designed with VR in mind, but it just werks. You just look at the image in the browser and hit the "view in VR".

Next steps are to get video 100% and expand the number of stereoscopic formats. The plumbing is in, so it's just a matter of adding each of the various cases. When browsing in 2D the image will default to a "left eye" view, but there will be the usual option to see the unsullied original.

I'm planning on having the VR commits into the repo this week, but Gitgud is giving me account grief so that's a delay. I'll link to the repo when I have it in, or you can google it. I might have to start a new repo if my account is bust.

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 No.1084028>>1084034 >>1084035

>>1084027 (OP)

Neat, but you should ask yourself the following questions when including VR:

>Does my intended audience use VR?

>Can my intended audience afford VR?

>Does my system support convenient VR?

I think VR is a fun little system, but I am in no fucking way shelving out money for a PC accessory that costs as much as the PC itself. I tried getting a phone option to work, but the software required to get it working was far more trouble than it was worth.

Now, If you like it, that's fine, I think VR is neat, but for a cash-strapped (or confined-space) imageboard-user that browses on thinkpads and other such low-end hardware, they really aren't going to care for a controller system that's more readily available for wealthier folks or affluent hipsters.

I do like the idea of booru-style imageboards, so show us how you want the software to work as intended.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

 No.1084034>>1084035

File (hide): f0daac2291e9947⋯.jpg (Spoiler Image, 1.89 MB, 3813x1841, 3813:1841, screenshot_trials_of_mana.jpg) (h) (u)

>>1084028

This is actually a really good point I put a lot of thought into. Borehole is targeting the browser of "2025", so I've been considering what would define a good experience at that point in time. It's not a project I think will be "ready" for at least another year, and it would probably need to see another year or two before you see a website get "serious" with it or just plain catch on. All in all, I'm guessing there's probably going to be 2-3 years before there's a "worthwhile" Borehole installation users will want to visit.

I think what's going to happen in that time is we'll see 6dof headsets really come down in price and commoditize. They're already at a price where the sticker shock isn't all that bad at $399usd for a compete standalone system - it's what I'm developing on. We're also going to see AMD re-enter the phone market, so if not the next generation coming out, the generation after that will have fairly attractive graphics. There's also interesting glasses-free 3D display technology en route which will land for consumers in ~3-4 years, so having the 3D graphics stack primed for non-VR content will also be pertinent. TLDR; I think at about the timeframe Borehole is in the hands of users VR and 3D will be popular enough that development now is sensical.

It's still a normal imageboard though, it just also has VR enablement. It has other tricks up its sleeves too, like generated video thumbnails, Websocket support is partially implemented, responsive design, smart recommendations, etc etc. So even if you don't have a VR headset by the time a site rolls around with it, it will still be a good experience.

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 No.1084035

>>1084034

*AMD and Nvidia re-enter the phone market. I'd be shocked if they didn't have a VR Shield device within a few years.

>>1084028

One other thing you mentioned is convenience. It's actually shockingly convenient, even with the caveman-level implementation I've whipped up over the past couple days. In the "traditional" browser there's a built-in full-screen slideshow/reader, along with the VR button when it detects XR support (either in the form of the headset you are browsing from or a tethered headset).

When you click the button it launches "immersive mode", if you're browsing in a headset you just land in the virtual environment. If you're on a tethered PC then the headset will activate if you're not already using it.

I'm on Linux myself meaning can't directly tether to Oculus, but I need to say even with that hurdle getting "in and out" of VR is fast enough for me to iterate and develop with. The golden grail would be an entirely VR variant of the site, but unless something changes immersive mode will be reserved for direct consumption, but even without immersive browsing in general it's a very comfortable and convenient experience.

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 No.1084036

Repository is updated:

https://gitgud.io/Dizmal/borehole

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