The Quest devices are sort of mobile phones on steroids (the chip) although the Q3 should have quite some gfx power (2,5x Q2 if I’m not mistaken).
To get 3d models running smoothly on standalone Quest, especially with high quality retail spaces, fixtures and clothes, in general the Quest needs the 3d scene to be made in some way. It works like this when using UnrealEngine and building for stand alone Quest but I expect the SketchUp Quest viewer will benefit similarly - maybe @Aristodimos can give a reaction and/or some more tips;
The Quest need to be able to work through your scene quite fast (so don’t use large / complex objects that surround you so that the total object has to be processed even if only a small portion is visible). Split up your model in logical parts.
The models should use a combined texture as much as possible so the Quest can draw the object in 1 go without having to look up individual materials and textures. For instance; a chair could have a texture that has a section with a wood image and a section with the seat image - only the texture coordinates are different for the different parts of the 3d model. Like this the Quest only has to look up 1 material with 1 texture and can draw the object fast.
Use instances as much as possible if objects are in your scene multiple times. Most VR renderers can draw all instances in 1 go (in 1 ‘draw call’ in technical terms).
SketchUp doesn’t have this feature (yet?) but LevelOfDetails could speed up your VR experience. LODs are different representations for the same object related to the distance to the user. So a high quality model gets used when its near and a low quality model gets used when its more far away. This can improve the frame rate.
Maybe your project is asking too much from the SketchUp VR viewer in its current state. For more options / power to optimize a scene for stand alone VR you might have a look at Unity, Twinmotion or UnrealEngine.
The Quest 3 ought to handle bigger models than Quest 2. When you load the model, do you see the animated man and the loading percentage? Or does it freeze up after the loading is finished?
Thanks Paul! I made it work! (using OpenMTP, after activating the developer thing at Meta. I am on a Mac.)
So now I can watch my spherical panoramical renders in the VR TV or Image viewer. (the cube map ones I can’t get to work properly) But the images still need a lot of love. They’re pixelated and a lot of distortion is still happening. But I guess that’s a matter of trial and error. Or should I display them in another app?
Have to agree with Stephan_B, the shading of the models is very disappointing. Not sure I would want to show my models like this to my clients. Face-me components don’t face you. I also found rotating the model with the controllers to be very clunky. Sorry.
Me and others have requested a passthrough option. It wouldn’t be quite as clear as you get with an iPad, or say a HoloLens, but with Quest Pro and Quest 3 the passthrough video is good enough to make it be worth trying.
I don’t know how that feature request is progressing.
Found Sketchup viewer app on Metaquest store with my new Meta Quest 3 - but when I hit the GET button to download app - nothing happens !!! What might be the problem ? this was 29/1 2024
Did you click the GET button while you were in the Store in the VR device, or on the web or the mobile app?
In case you were in the Store within the VR device, after clicking the Get button it will turn into an “Install” button. Click it and the app should get installed and ready to use. I will try to get some screenshots as well.
Viewer is awesome in Quest, but i need to show models in AR. Is there a way to remove the background from the viewer so that I can see my model ‘in the real world’?
I am happy to share that we recently launched SketchUp Viewer Beta on the App Lab featuring Passthrough! @sumner that should allow you to see your models in the real world!
This is an early release to collect some initial feedback before shipping this into the regular Quest Store app so I would love for everyone in the thread to give it a go and share their thoughts here.
Great news! I‘ll check it out!
I have another question: How can I use the collaboration feature with a quest 2/3? I am planning our house and want to show the results to my wife or the architect while both in VR, with a quest 2 and quest 3. Is this possible at all or do I have to get a different headset and a pro subscription? And if it is not possible yet, how long approximately until it will be integrated? 3 Months, half a year or longer?
We currently don’t support collaboration in the Quest Viewer and unfortunately I cannot give you a time estimate of when something like this will become available. However your request here definitely helps highlighting the value of this feature
In a different note, have you had a chance to test the Beta app? Can’t wait to hear what you think of Passthrough, Ambient Occlusion and the new UI.