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Jaunt VR

Jaunt VR was a multi-platform VR online video player. Except Website player, all the other players are written in Unity.

While in Unity, the lobby, the lobby's layout (Background pic, position of each layouts and buttons) are stored in CMS, which you can refer to the website blog.


For example, the right section means "All videos", which is also a playlist, that contains all the titles.

















When you clicked a title, it'll go into the detail page.

The description is on the left, and the tags are on the right (rating system is not supportable in China so these are not here)

As always, these description and tag data are also loaded from CMS.

When playing streaming, CMS actually stored lots of pieces of video clip for each title. For example, some titile cut each 3 seconds. then a 5 minutes title would have 100 clips.


The player plays one by one. If the clients found the bandwith is not stable for the client, the next video clip would get a lower resolution one, thus implemented the dynamic resolution.


So actually, for each platform of each title, it will store clips for all kinds of resolution. For example: it stores 1280x720 001 to 100, and also 1920 x 1080 001 to 100.


VR video is more demanding, because each frame we stored 360 degree of datas, when players watching that, you can imagine it's like the whole screen covers you.


Thus the pixel is inevitably stretched, so a 4K version of 2D picture in VR would only be like 1K. But you still need to store the whole 360 degree data (in case the player can move around the head to see anywhere)



For example in the following two pictures, I marked red rectangle as the how many pixels a player can see in each frame. The one in VR is sharply decreased.



Deeplink:

For Chinese version, I also did a trivial feature, adding deeplink to Chinese SNS.


Rather than working on client, we actually need to configre towards web browser. If we bring the specific URI, the browser would recognize and get the link.



The remain is to support start with parameter. Luckily C# and Unity can do the similar thing written with argc argv. Then is just the open lobby logic.



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