Multiplayer AR — why it’s quite hard

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I’ve written a bit about what makes a great smartphone AR App, and why ARKit and ARCore have solved an incredibly hard technical problem (robust 6dof inside-out tracking) and created platforms for AR to eventually reach mainstream use (still a couple of years away for broad adoption, but lots of large niches for apps today IMO). So developers are now working on climbing the learning curve from fart apps to useful apps (though my 8 year old son thinks the fart app is quite useful, thankyou). The one feature I get more people asking about than any other is “multi-player”. The term multi-player is really a misnomer, as what we are referring to is the ability to share your AR experience with someone else, or many someone-elses in real-time. So calling it “multi-user”, “Sharing AR”, “Social AR”, “AR Communication” are just as good terms, but multi-player seems to stick right now, probably because most of the 3D AR tools come from gaming backgrounds & that’s the term gamers use. Note that you can do multi-player asynchronously, but that’s like playing chess with a pen-pal. As an aside, I can’t wait for newer tools to come to AR that align with workflows of more traditional design disciplines (architects, product designers, UX designers etc) as I think that will drive a huge boost to the utility of AR apps. But that’s for another post…





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Source: via medium.com
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