Why is Pokemon Go running on unsupported devices? - augmented-reality

If most of the devices are not supported ARCore, then why is Pokemon Go running on every device?
My device is not supported by ARCore but Pokemon Go is on it with full performance.
Why?

Until October 2017, Pokemon Go appears to use a Niantic made AR engine. At a high level, the game placed the Pokemon globally in space at a server defined location (the spawn point). The AR engine used the phone’s GPS and compass to determine if the phone should be moved to the left or to the right. Eventually, the phone pointed to the right heading and the AR engine drawed the 3D model over the video coming from the camera. At that time there was no attempt to perform mapping of the environment, surface recognition, etc. That was a simple, yet very effective technique which created the stunning effects we’ve all seen.
After that Niantic has shown prototypes of Pokemon GO using ARKit for iOS. It is easy to notice enhancements: missed pokeballs appear to bounce very naturally on the sidewalk and respect physics, it feels like Pikachu naturally walks on the sidewalk as opposed to floating in the air with the currently released game. Most observers expected Niantic to replace the current engine with ARKit (iOS) and ARCore (Android), possibly via Unity 3D AR APIs.
In early 2018 Niantic improved the aspect of the game on Android by adding support for ARCore, Google’s augmented reality SDK. And a similar update to what we’ve already seen on iOS 11, which was updated to support ARKit. The iOS update gave the virtual monsters a much greater sense of presence in the world, due to camera tracking, allowing them to more accurately stand on real-world surfaces rather than floating in the center of the frame. Android users will need a phone compatible with ARCore in order to use the new “AR+” mode.
Prior to AR+, Pokémon Go would use rough approximations of where objects were to try and place the Pokémon in your environment, but it was mostly a clunky workaround that functioned mostly as a novelty feature. The new AR+ mode also lets iOS users take advantage of a new capture bonus, called expert handler, that involves sneaking up close to a Pokémon, so as not to scare it away, in order to more easily capture it. With ARKit, since it’s designed to use the camera with the gyroscope and all the sensors, it actually feeds in 60 fps with full resolution. It’s a lot more performant and it actually uses less battery than the original AR mode.
For iOS users there's a standard list of supported devices:
iPhone 6s and higher
iPad 2017 and higher
For Android users not everything is clear. Let's see why. Even if you have an officially unsupported device with poor-calibrated sensors you can still use ARCore on your phone. For example, ARCore for All allows you do it. So for Niantic, as well, there's no difficulties to make every Android phone suitable for Pokemon Go.
Hope this helps.

Related

ios ARKit 3 with iPad Pro 2020, how to use front camera data with back camera tracking?

The ARKit API supports simultaneous world and face tracking via the back and front cameras, but unfortunately due to hardware limitations, the new iPad Pro 2020 is unable to use this feature (probably because the LIDAR camera takes a lot more power). This is a bit of a step back.
Here is an updated reference in the example project:
guard ARWorldTrackingConfiguration.supportsUserFaceTracking else {
fatalError("This sample code requires
iOS 13 / iPad OS 13, and an iOS device with
a front TrueDepth camera. Note: 2020 iPads
do not support user face-tracking while world tracking.")
}
There is also a forum conversation proving that this is an unintentional hardware flaw.
It looks like the mobile technology is not "there yet" for both. However, for my use case I just wanted to be able to switch between front and back tracking modes seamlessly, without needing to reconfigure the tracking space. For example, I would like a button to toggle between "now you track and see my face" mode and "world tracking" mode.
There are 2 cases: it's possible or it's impossible, but maybe there are some alternative approaches depending on that.
Is it possible, or would switching AR tracking modes necessitate setting-up the tracking space again? If so, how would it be achieved?
If it's impossible:
Even if I don't get face-tracking during world-tracking, is there a way to get a front-facing camera feed that I can use with the Vision framework, for example?
Specifically: how do I enable back-facing tracking and get front and back facing camera feeds simultaneously, and disable one or the other selectively? If it's possible even without front-facing tracking and only the basic feed, this will work.

Will ARCORE work on Huawei Mate 10? it is working on p20 line and they have the exact same hardware except one less camera lens

It is weird for me to come here and see that P2 line is ARCore capable but mate 10 line is not, and I would like to know why if the hardware in P20 Pro is almost the same except for the RAM and one more lens, it just doesn't make any sense for me.
As far as I know it has something about calibrating each phone based on the camera and motion sensors, and their locations on the phone. So even though their specifications might seem similiar there still are differences on location of the sensors and the cameras.
They might add support in the future.
Keep checking this page for supported devices, as I remember when it first became available it was not supported on devices like Galaxy S8 and S8+ and later support was added so keep an eye out for it.

Placing objects automatically when ground plane detected with vuforia

I'm working on an application where the concept is that you can 'select' objects before actually placing them. So what I wanted to do was have some low quality objects on a shelf or something like it. When the user selects the object he then can tap to place the high quality version of the object in his area for further viewing.
I was wondering if it's possible with vuforia. I wanted to use this platform since it works well from what I could tell and it's cross platform (The application needs to be for android and the HoloLens).
I have set up the basic application where you can place a capsule in the area. Now I wanted to automatically place the (in this case capsule) once vuforia has detected a ground plane. From what I could see the plane finder has events that go off when an input is detected, but I couldn't find an event that goes off when the ground plane is detected. Is it still possible with vuforia? I know it's doable with the HoloLens, but I would like to know if it's possible for android or other mobile devices. I really don't know where to start/look for so I hope someone can point me in the right direction.
Let me know if I need to include more information!
The Vuforia PlaneFinderBehaviour (see doc here) has the event OnAutomaticHitTest which fires every frame a ground plane is detected.
So you can use it to automatically spawn an object.
You have to add your method in the On Automatic Hit Test instead of the On Interactive Hit Test list of the "Plane Finder":
I've heard that vuforia fusion, does not yet support ARCore (it supports ARKit) so it uses an internal implementation to simulate ARCore functionality, and they are waiting for a final release of ARCore to support it. Many users reported that their objects move even when they use an ARCore supported device.

How to Visualize zPositions in iOS

My team and I are working on a SpriteKit based iOS game of medium complexity. There are lots of layers and nodes to the design of the game and the zPositioning of the nodes has gotten sloppy. One task I have agreed to take on is the revamping of our zPosition strategy: moving to constants instead of magic numbers, having a holistic zPosition scheme for the app, etc. but first I want to analyze where we are at now. So here is my question:
I vaguely recall watching a WWDC video (or some other tutorial, maybe) in which the person showed using some aspect of Instruments (or some other tool) to show a 3D rendering of an app, seen from an isomorphic angle, based on the zPosition of the SKNodes (or UIKit elements?) in the app.
Does anyone here know what tool this is? And if not, what is the best way to visualize the current state of zPositions in a SpriteKit based app? Thanks!

Programmatically determine available iPhone camera resolutions

It looks like when I shoot video with UIImagePickerControllerQualityTypeMedium, on an iPod Touch it comes out 480x360, but on an iPhone 4 it's something higher (can't say just what as I don't have one handy at the moment) and on an iPad 2 presumably the same as the 4, if not something different again.
I'd like to shoot the same quality on all devices -- I have to add some frames and titles, and it'll make my life a lot easier if I just have to code that for one resolution. Is there any way to determine what the different UIImagePickerControllerQualityType values correspond to at run time? (Apart from shooting video with each and then examining the result, that is.)
Or is my only choice to use UIImagePickerControllerQualityType640x480?
If you need more customization/power on iOS than you get wish the higher level objects, such as UIImagePickerController, it is recommended to work at the next lower level: AV Foundation Framework. Apple has some excellent documentation on AV Foundation programming that should come in handy for that purpose.
Unfortunately, even there you are limited to capturing at 640x480 if you do want it standard across all devices. There, however, is a great chart available at the same link (but anchors are broken in the docs, so Ctrl+F to "Capturing Still Images") that lists all the resolutions for various devices under certain quality directives.
Your most solid bet, assuming 640x480 is too small, is to work out some sort of scaling algorithm that would allow you to scale according to the overall resolution.

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