Cardboard, Google’s open-sourced approach to VR, has really taken off in the 10 moths since it launched. As well as the original headset made from, err, cardboard, there have been offerings from the likes of South Korean giant LG, while at the end of 2014, Virgin Holidays adopted Cardboard as a means of offering customers a “try-before-you-buy” VR experience on certain holidays. It has even spurred an update to the 75-year-old Viewmaster.
Such is the popularity of Cardboard as a development platform that it is actually becoming hard to identify what might work with what; the open-source nature of the platform means when it comes to hardware, people can tweak things to their heart’s content – optics, focal length, dimensions, etc., with the result that not all headsets play nicely with apps created using the Cardboard SDK.
In an attempt to counter issues of poor experience, Google announced the Works with Cardboard initiative on Thursday, April 16th. The idea is to ensure that any Cardboard viewer / headset will work with any Cardboard app. It does this quite cleverly: manufacturers define their viewer’s key parameters to Google, and in return receive a QR code. People buying the viewer can then scan the QR code using the Cardboard app, and all Cardboard VR experiences they run on their ‘phone will be automatically optimised to run on the viewer / headset until such time as another QR code is scanned.
In addition, manufacturers can apply to Google for a programme certification badge (shown on the right) to place on their product, indicating it is suitable for running Google Cardboard VR experiences.
Alongside the new Works with Cardboard initiative, Google have also announced a new set of development guidelines are being put together on the web. These are a little light on specifics right now, but will grow as a resource. The company has also revamped Google Play’s coverage of VR so that experiences can now be categorised by the following types: Music and Video, Games, and Experiences.
Perhaps most interestingly in terms of Google’s VR news, and as revealed by Road to VR, the company has acquired two VR start-ups.
The first is software studio Skillman & Hackett, who had been developing the award-winning Tilt Brush software, which allowed users to draw in VR using three dimensions, with paint, light, and textures, and then play their creations back. The software can be used with Oculus Rift and HTC Vive headsets to create scenes and paintings and play them back, while Cardboard users could use the Tilt Brush app to view art created using the software on other platforms. With Google acquiring Skillman & Hackett, it’s not clear if development of Tilt Brush will now continue.
The other company gobbled by Google is Dublin-based Thrive Audio, specialising in positional audio for realistic surround sound for VR experiences. With two patents filed for the technology they’ve been developing, it looks like Thrive will be added to Google’s growing team of VR specialist working on enhancing the Cardboard SDK.
Freefly

April 2015 also saw the launch of Freefly VR, from UK-based Proteus Labs. With an introductory (“10% off”) price of £59.00 (US $99.00 / 79.00 Euros), the headset is designed to work with any smartphone with a screen size of between 4.7 in and 6.1 in diagonally, both iOS and Android. Freefly utilises the open-source ALP VR SDK, and the headset is not fully compatible with Cardboard apps with use a ‘phone’s magnetometer for input purposes, as this is used for positional head tracking. To find out more on the system, read the overview over on Road to VR.




