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Re:ARCore: Augmented reality at Android scale by rsp1984 on Tuesday August 29, 2017 @03:54PM (#15127123)
The purpose of ARCore is for high-end Android devices to be competitive with the iPhone technologically, not to get on 2 billion devices, at least not now.

Therefore it's fine that they get only 5% to start. I assume it's going to turn into 10%, then 20% quickly. For some perspective the iPhone only has about 15% market share globally.

Re:ARCore: Augmented reality at Android scale by JimDabell on Tuesday August 29, 2017 @05:53PM (#15127919)
> The purpose of ARCore is for high-end Android devices to be competitive with the iPhone technologically, not to get on 2 billion devices, at least not now.

This article is explicitly spun to promote ARCore as "Android scale" and leads with a sentence pointing out that Android is on two billion devices.

You're right, their ambitions are much lower, but it's fair to point out their actual goals aren't anywhere near the image they are trying to project and they really shouldn't be bragging about it being "Android scale" when it's nothing of the sort.

Re:ARCore: Augmented reality at Android scale by s73ver_ on Tuesday August 29, 2017 @05:15PM (#15127660)
It'll only do that if ARCore itself takes off. With such small penetration, it's entirely likely that developers will just focus on Apple's ARKit.
Re:ARCore: Augmented reality at Android scale by rsp1984 on Tuesday August 29, 2017 @05:36PM (#15127798)
likely that developers will just focus on Apple's ARKit

Most likely someone will just build and offer an abstraction layer on top of ARKit / ARCore and solve the problem that way.

Re:ARCore: Augmented reality at Android scale by Benjamin_Dobell on Tuesday August 29, 2017 @09:43PM (#15129097)
Google have already provided this themselves, plus hooked it up to a 3D rendering engine:

https://github.com/google-ar/three.ar.js

That's assuming you're okay with JS, but if you're going cross-platform then it makes sense if you need to have interactive scenes.

Re:ARCore: Augmented reality at Android scale by pjmlp on Wednesday August 30, 2017 @12:28AM (#15129732)
The problem with WebVR, is that just like WebGL, it is capped, versus what is possible in actual OpenGL ES.
Re:ARCore: Augmented reality at Android scale by Benjamin_Dobell on Wednesday August 30, 2017 @01:08AM (#15129847)
I've been developing WebGL software for a client for the last few years and my client has had quite good success selling content based on the software and consumers are using the content. The vast majority of browsers fully support WebGL (1).

The biggest performance bottle-neck is the JS itself, specifically stock three.js is quite inefficient. However, that's just a matter of optimising three.js, or using WebGL directly if you need more fine-grained control. You can get a lot done in a browser these days.

Re:ARCore: Augmented reality at Android scale by pjmlp on Wednesday August 30, 2017 @02:06AM (#15130004)
I have seen impressive WebGL demos, but for some reason WebGL always makes the GPU sweat more than plain native code driving my fan at full speed, even though it offers less.

Maybe it is a consequence of using JS, I have never researched it.

Re:ARCore: Augmented reality at Android scale by s73ver_ on Tuesday August 29, 2017 @06:22PM (#15128145)
Writing the code is probably the easiest part of all this. Testing and design are going to be huge.
Re:ARCore: Augmented reality at Android scale by k__ on Tuesday August 29, 2017 @07:20PM (#15128454)
AR.js seems to be doing it at this very moment
Re:ARCore: Augmented reality at Android scale by VectorLock on Tuesday August 29, 2017 @04:29PM (#15127354)
And obviously a very good driver to get people to upgrade to high-end Android phones. There aren't too many use-case drivers for that right now.