[HN Gopher] Google Earth 3D Models Now Available as Open Standar...
       ___________________________________________________________________
        
       Google Earth 3D Models Now Available as Open Standard (GlTF)
        
       Author : OmarShehata
       Score  : 414 points
       Date   : 2023-05-11 01:37 UTC (21 hours ago)
        
 (HTM) web link (cloud.google.com)
 (TXT) w3m dump (cloud.google.com)
        
       | simonebrunozzi wrote:
       | I live in Venice. The picture on the main page is St.Mark's
       | Square, and "Focaccia e Figioli" does not exist there. There's
       | Cafe Florian [0], the oldest cafe in the world - ops, I stand
       | corrected, the oldest in Italy and one of the oldest in the
       | world.
       | 
       | [0]: https://en.wikipedia.org/wiki/Caff%C3%A8_Florian
        
       | londons_explore wrote:
       | Does this tiling data support overhangs and holes? For example,
       | could it accurately model the Arc de Triomphe and let me fly
       | 'under' the arch?
       | 
       | Other approaches I've seen are effectively just a 2D map with a
       | height per pixel, which is okayish for mountains, but quickly
       | looks bad when you model human structures like bridges.
        
         | pheelicks wrote:
         | Yes, I've tried it with the Eiffel Tower. You can see overhangs
         | on the tv tower at the start of this demo
         | https://3dtiles.carto.com/
        
       | pheelicks wrote:
       | I was involved in building the interactive story map using
       | deck.gl that you can view at https://3dtiles.carto.com
       | 
       | It's really cool to have access to all this amazing data! Shout
       | out to Google for working with us to bring support to multiple
       | open source rendering engines.
       | 
       | Happy to answer any questions
        
       | M3L0NM4N wrote:
       | I know nothing about GITF, but I wonder if Microsoft Flight Sim
       | could automatically read these files in to overwrite the default
       | Microsoft scenery.
       | 
       | I have some scenery add-ons that are just a manual conversion of
       | Google Earth's 3D models for some cities that were just generic
       | buildings in Microsoft's version (ex. Dallas)
        
         | andybak wrote:
         | It's actually G(L)TF but in this case it's really 3D Tiles (a
         | related format that uses GLTF)
         | https://www.ogc.org/standard/3dtiles/
        
           | M3L0NM4N wrote:
           | I see, that is an unnecessarily confusing naming convention
           | in the title.
        
             | moron4hire wrote:
             | I've never seen it stylized that way. Officially, it's
             | "glTF", but people frequently use "gltf" or "GLTF" without
             | confusion.
        
             | dagmx wrote:
             | Stands for GL Transmission Format if that helps.
        
       | jss326 wrote:
       | Im really happy with this, trying to implement this now for the
       | startup Im working at. Unfortunately, the URIs in the request
       | don't seem to follow the OGC (https://portal.ogc.org/files/102132
       | - When the URI is relative, its base is always relative to the
       | referring tileset JSON file.) I'm using a custom viewer that does
       | not seem to handle these URIs well...
        
       | gabereiser wrote:
       | Where's Patrick Cozzi? This is huge! Cozzi and Cestium helped
       | define the whole glTF and glb formats (which are good!). Kudos to
       | the Google Earth team for doing this. This is going to help in
       | the simulation space so much!!!
        
       | luke-stanley wrote:
       | Am I the only one unimpressed with the quality? The render
       | quality and the buffering is poor, it's not quite photorealistic
       | as they claim, it might be possible to render it nicely such that
       | it is photoreal but that's not what they are showing in their own
       | videos. Stablediffusion and Controlnet exist but what this needs
       | is probably just some better sampling and attention to
       | preloading.
        
         | circuit10 wrote:
         | It's much better than anything that was publicly available
         | before
        
         | andybak wrote:
         | I refer the honorable gentleperson to my answer elsewhere on
         | this page:
         | 
         | > Not to pull the whole "Everything Is Amazing And Nobody Is
         | Happy" on you but pause to consider the sheer scale of the
         | dataset. 2500 cities have geometry data to the level where you
         | can see details on individual buildings for areas extending
         | well out into the suburbs.
         | 
         | > Yes - it's blurred up close but my god, isn't it still
         | amazing?
        
       | jakecopp wrote:
       | Open Standard != open license, in case you the title also made
       | you think that!
        
         | bilekas wrote:
         | The title certainly wouldn't make you think that..
        
         | RobotToaster wrote:
         | Didn't Meshwerks v. Toyota Motor Sales U.S. rule that 3d
         | reproductions of real life objects don't pass the threshold of
         | originality for copyright?
        
       | a1371 wrote:
       | I want to point everyone to the "No creating content" clause of
       | the terms. I don't fully understand it but I think it'll
       | substantially limit what can be done.
        
       | qwertox wrote:
       | So these are the usage limits [0]:
       | 
       | ---
       | 
       | 2D Tiles and Street View tiles
       | 
       | Maximum 6,000 queries per day, calculated as the sum of all
       | requests for all applications using the credentials of the same
       | project.
       | 
       | ---
       | 
       | Photorealistic 3D Tiles
       | 
       | Maximum 300 root tileset queries ["map-loads"] per day. This is
       | calculated as the sum of all requests for all applications using
       | the credentials of the same project.
       | 
       | Maximum 250,000 renderer's tile requests per day. This is
       | calculated as the sum of all requests for all applications using
       | the credentials of the same project.
       | 
       | Rate limit is 12,000 queries per minute for the tile renderer.
       | 
       | ---
       | 
       | The Map Tiles API documentation does not contain a "Usage and
       | Billing" section, which seems to imply that it is free to use,
       | bound to the above mentioned limits.
       | 
       | So the only thing to worry about is how Google showed us couple
       | of years ago how relentless it starts to charge for a previously
       | free service -- the Google Maps Javascript API -- after it sees
       | that enough developers got technically invested into Google Maps.
       | 
       | If you open the inspector on any of the examples [1] you'll see
       | how many tile fetches it triggers per second.
       | 
       | While my comment contains some criticism, I'm really excited for
       | this new offering.
       | 
       | [0]
       | https://developers.google.com/maps/documentation/tile/usage_...
       | 
       | [1] https://storage.googleapis.com/gmp-maps-
       | demos/3d-tiles/index...
        
         | RobotToaster wrote:
         | Is anyone else getting "service unavailable" on that first
         | link?
        
         | londons_explore wrote:
         | They aren't hiding the fact they'll charge for it one day.
         | 
         | I wish they'd say upfront how much any 'forever free' allowance
         | would be. Then I could design my application with that in mind.
         | 
         | I can see however that they want to see how users end up using
         | it before deciding what any free allowance should be.
        
           | andybak wrote:
           | In some cases making users supply their own API key is the
           | best solution - although it does put a fairly high bar on
           | both commitment and technical understanding. (the latter
           | mainly because the Google API UI is so damn complex!)
        
             | moffkalast wrote:
             | > making users supply their own API key is the best
             | solution
             | 
             | Ah I like those applications, I like to wave at them as I
             | close the tab.
        
               | andybak wrote:
               | I'd rather an application existed and asked me to use my
               | own key than the developer thought "bugger that. I won't
               | bother" and never built it.
        
               | moffkalast wrote:
               | I'd rather that dev not waste their time on something
               | that won't be used much, and go do something more
               | productive.
        
               | andybak wrote:
               | Rather depends. Are you paying those devs?
        
               | RobotToaster wrote:
               | >Ah I like those applications, I like to wave at them as
               | I close the tab.
               | 
               | I feel the same way about applications that ask payment.
        
             | londons_explore wrote:
             | I kinda wish Google supported this better - they should
             | make a new flow for opensource/free software where an oauth
             | dialog is shown where the user is asked if the application
             | can do billable things - and obviously the consent dialog
             | would allow you to choose how much, if anything, you want
             | to spend on API requests.
             | 
             | This lets opensource and free/hobby projects use all google
             | API's with the actual users footing the bill directly. And
             | obviously most uses are only a cent or two, so will
             | normally fall in free allowances.
        
               | Ajedi32 wrote:
               | That would be awesome, but it would also make it way
               | harder for Google to offer a free tier in the first
               | place. 300 free queries per user per day is a _lot_ more
               | than 300 free queries per _developer_ per day, so it
               | might be a mistake to make that usage pattern even
               | _easier_.
               | 
               | Though maybe they could just place way stricter limits on
               | requests placed via API tokens obtained this way? That
               | would probably work. But it would also sort of defeat the
               | purpose of having users use their own API tokens. If
               | everyone's going to need to pay to use your app anyway,
               | you can just have them pay you to use your API token and
               | gain an easy source of monetization in the process.
        
               | ndriscoll wrote:
               | For FLOSS use cases, the author may not want to deal with
               | everything that comes from collecting money from people.
               | So it's still useful to let users pay Google directly for
               | their usage.
        
       | prhrb wrote:
       | Title is misleading
        
         | bilekas wrote:
         | Sorry but how exactly? There is another comment too that hints
         | towards this sentiment but I really don't know how you can
         | mistake "open standard".
        
           | pasmafaute wrote:
           | I understand many people are familiar with what "open
           | standard" means. There are lots of other people that are
           | somewhat new to the phrase.
           | 
           | Consider these related terms:
           | 
           | - Open Source
           | 
           | - Open Data
           | 
           | - Open Standard
           | 
           | For people who encounter these terms in the listed order,
           | "Open Standard" may or may not be understood by analogy. Some
           | people will assume that it also includes the concepts of Open
           | Source and Open Data. It does not.
        
         | vore wrote:
         | In what way?
         | https://developers.google.com/maps/documentation/tile/use-re...
         | Photorealistic 3D Tiles are in the OGC standard glTF format,
         | meaning you can use any renderer that supports the OGC 3D Tiles
         | spec to build your 3D visualizations.
        
           | janosdebugs wrote:
           | Not the OP, but the editorialized title (please don't do
           | that) seems to suggest that it's freely available, which it
           | is not.
        
       | hoseja wrote:
       | Lately, when I browse google maps, even in 2D, it seems to load
       | not in square tiles but weirdly shaped polygons. Has anyone
       | noticed this?
        
       | mthoms wrote:
       | Does anyone know how the Aerial View API would work with billing?
       | 
       | That is, can you cache the URL of the generated video and embed
       | that for your users? Or, would you need to make a new request for
       | the same video on every page-view?
        
       | dimatura wrote:
       | This is very cool. I remember during my PhD I briefly
       | investigated using these 3D models for synthetic data generation,
       | but there was no straightforward, non-shady way of going about
       | it.
        
       | sl0wik wrote:
       | It looks like Aerial View API is working only in US. With any
       | address outside US I'm getting "Address not supported".
        
         | qwertox wrote:
         | > It's currently available for US postal addresses, with more
         | countries to come in the future.
         | 
         | At the bottom of the page below "Get started with Aerial View"
         | 
         | https://cloud.google.com/blog/products/maps-platform/create-...
        
       | jonplackett wrote:
       | Free... in the experimental phase.
       | 
       | Then it'll probably be super expensive
        
         | andybak wrote:
         | If they are genuinely aiming for mass market applications like
         | gaming and AR then it can't be too expensive. Their last
         | attempt at this was a flop because they had no open sign up and
         | "call us for pricing" bullshit.
         | 
         | This looks like they might have come to their senses.
        
       | folli wrote:
       | I just made a proof of concept integration of the new model for
       | my GPS visualization app (I call it the 'high res mode'):
       | 
       | https://cubetrek.com/static/highresmode.html
        
       | jatorre wrote:
       | Having Google followed an OGC standard is an incredible good step
       | forward for the google maps ecosystem. This can really speed up
       | developments on the clients side. It was not that useful to have
       | the best client if there was always a place where the data looked
       | better. Kudos to google.
        
       | searchfan wrote:
       | This is super interesting. Does anyone have any clues as to what
       | kinds of integrations We'll begin to see first? I'm envisioning
       | tons in the long-term.
        
       | pjmlp wrote:
       | Seeing Porto demo was great, nice quality.
        
       | wiz21c wrote:
       | Maybe FlightGear could make use of that ?
        
         | anthk wrote:
         | Custom Flightgear builds could already use GMaps' scenery, but
         | not models.
        
       | TheRealPomax wrote:
       | Looking forward to MSFS refusing to use this because it's not
       | Bing.
        
         | andybak wrote:
         | Bing has been stuck with the same handful of 3d cities for
         | about 4 years. Seemingly no effort to expand coverage. I think
         | Google's lead was maybe too intimidating.
        
       | tppiotrowski wrote:
       | In the Google IO talk they mention its compatible with deck.gl
       | and three.js. Does anyone know of any projects or resources for
       | using either deck or three as a custom renderer [1]?
       | 
       | [1] https://developers.google.com/maps/documentation/tile/use-
       | re...
        
       | roschdal wrote:
       | How can I use this in Fciv.net the free 3D version of Freeciv?
        
       | [deleted]
        
       | pininja wrote:
       | As a contributor to deck.gl, I'm super excited to use this!
       | Contributors added a TerrainExtension [0] to drape or offset 2D
       | data onto 3D surfaces in 8.9, which is huge for 3D visualization
       | in general since common 2D layers would often be occluded by
       | anything 3D. It's great to see Google using open standards and
       | openly governed projects for rendering too. Carto developed a
       | story map [1] to showcase the new features, and played a big role
       | in the integrations and extensions. Documentation has been
       | updated, so it's all ready to use. Happy mapping!
       | 
       | [0] https://deck.gl/docs/api-reference/extensions/terrain-
       | extens... [1] https://3dtiles.carto.com/
        
         | tppiotrowski wrote:
         | I haven't looked at the specs yet so maybe you can help me
         | understand if the TerrainExtension, which uses raster DEM data
         | can work with a point cloud data like Googles tiles?
         | 
         | My understanding is that with raster data, you cannot have
         | arches, trees, or any object which has a thin component, like a
         | tree trunk under a thick component like the tree canopy.
        
         | twelvechairs wrote:
         | Thanks for the links and your work on deck.gl.
         | 
         | Have to say for anyone looking into this space though cesium
         | was there first Deck.gl is far and away the best choice for
         | almost any 3d mapping library now. Much much faster than
         | cesium. And its great with 2d too even though it hardly gets a
         | mention amongst leaflet, maplibre, openlayers etc.
        
         | prox wrote:
         | Would it be possible to load into Blender?
        
           | Maxious wrote:
           | Yes, blender already has glTF support https://docs.blender.or
           | g/manual/en/3.5/addons/import_export/...
        
             | andybak wrote:
             | It's slightly more complex than that. This is in 3D Tiles
             | format which uses GLTF but I don't think you can simply
             | grab a GLTF from an API endpoint. It's been sliced into
             | cubes with hierarchical level of detail and other things I
             | barely understand.
        
               | OmarShehata wrote:
               | You can simply just grab the glTF! Here's Google's doc
               | page on making requests to the .glb (binary version of
               | glTF) https://developers.google.com/maps/documentation/ti
               | le/create...
        
               | andybak wrote:
               | Oh that's interesting. You probably still need to jump
               | through hoops to figure out the right url for the grid
               | square and level of detail you need. And the session
               | parameter - so you still need to make the initial tile
               | request to get the JSON.
        
               | pininja wrote:
               | They've built a set of framework-agnostic loaders to help
               | sort out which tiles to request for any given viewport
               | https://loaders.gl/docs/modules/tiles
               | 
               | All of the data loading and parsing can be done in
               | loaders.gl, check out the repo 3D-tiles examples for a
               | good place to get started.
        
               | andybak wrote:
               | You presume I'm doing this in a browser. :-)
               | 
               | I'll have to parse the json myself but it looks doable.
        
               | mrguyorama wrote:
               | Do a little googling and you can probably find code on
               | github to take care of the "get me terrain for these
               | coordinates" part for you. That's how I managed it a few
               | years ago when I was programmatically downloading tiles
               | from google earth without understanding how to convert
               | from coordinates to their url scheme.
               | 
               | Might have to wait a week though.
        
           | [deleted]
        
           | _giorgio_ wrote:
           | Please let me know if this worked for you!
        
           | RobotToaster wrote:
           | I was wondering the same, would be interesting to be able to
           | 3d print models of cities.
        
       | stjo wrote:
       | I work at a startup that uses similar technology to make large-
       | scale 3D models, but using your own dataset https://www.one3d.ai.
       | You can check a demo here
       | https://app.one3d.ai/twins/9763/?invcode=7asheX17, but the
       | surprising thing is that they have pretty good quality without
       | close-up aerial photography. We need drones to take photos, but a
       | doubt they used anything closer than a plane.
       | 
       | I wonder if Google's photogrammetry Kaggle competitions are
       | related to this https://www.kaggle.com/competitions/image-
       | matching-challenge...
        
         | andybak wrote:
         | I remember reading Google uses a combination of aerial and
         | streetview with some clever algos to combine the two.
        
         | jss326 wrote:
         | The demo looks very good, great quality at street level. Is
         | this just based off of pictures, or does it use LiDAR as well?
        
       | Arathorn wrote:
       | oh, wow. we have 3D Tile support in https://thirdroom.io but had
       | only ever found NASA's Mars dataset as a good set of tiles to
       | point it at. This could effectively turn Third Room into a FOSS,
       | decentralised, E2EE multiplayer Google Earth running over Matrix!
        
         | andybak wrote:
         | Would it be worth having a conversation about thirdroom and
         | Open Brush integration? Our community is always looking to find
         | ways to get their creations onto a social platform and we have
         | a three.js add-on that should make it pretty easy to add our
         | custom shaders to thirdroom.
        
           | Arathorn wrote:
           | sure! https://matrix.to/#/#thirdroom-dev:matrix.org is the
           | right place to discuss - custom shaders would be awesome :)
        
         | MayeulC wrote:
         | As much as I like the _third room_ concept (I like it, but didn
         | 't actually try it), I am wondering how much of a distraction
         | it is for Matrix developers?
         | 
         | As a datapoint, a good chunk of my social circles use Matrix,
         | but they seem to incessantly complain about Element. Though
         | very nice improvements have been made lately, I can say from
         | what I've seen and experienced that a lot of improvements can
         | still be made:
         | 
         | - experience was night and day when I switched from my
         | resource-constrained Galaxy S4 with LineageOS 18.1 to a FP4.
         | The phone and most apps were fine, but Element was oh so
         | sluggish compared to the others. I thought it was just the app,
         | but it works much better on this new phone. It now takes
         | seconds to sync after opening instead of multiple minutes.
         | 
         | - my SO experiences constant glitching with Element on Chrome
         | on Macos. The web app fights with the browser to draw over the
         | URL and tab bar. It might be a chrome bug, I'll report this.
         | Additionally, the UI appears to be rendered at single-digit
         | framerates.
         | 
         | - I've seen multiple serious bugs that end up clearing the
         | local DB, triggering an initial sync that lasts for more than
         | 10 minutes.
         | 
         | - I only recently discovered that Android could handle
         | conversation-level notification granularity, and don't have
         | anything similar on my other devices. I don't wish to have the
         | same level of intrusiveness from all chats: for some, I want to
         | see the notifications, for others I want to hear them, etc.
         | Some space-based device-specific controls would be nice to
         | have.
         | 
         | A lot of the issues can be improved by the upcoming sliding
         | sync, and I know vector.im isn't in a brilliant financial
         | situation. I can't really direct you to spend energy on some
         | topics vs others, but it seems to me that there are more
         | (potential or current) Matrix users with old hardware than VR
         | gear. And since messaging is so reliant on networking effects,
         | I would concentrate on being able to reach the largest possible
         | audience.
         | 
         | Now, I really don't want you to get the wrong idea, I love most
         | projects at Matrix/vector, but I can't help but feeling
         | uncomfortable when _third room_ is talked up, while basic chat
         | features leave a lot to be desired.
         | 
         | On this specific point, you are right, and seeing such
         | integration would be awesome. Just don't get addicted to
         | Google-provided data :)
        
           | andybak wrote:
           | Funnily enough, they address this question on the linked
           | website:
           | 
           | > Whenever we work on metaverse or VR for Matrix (e.g. 3D
           | video calling, or our original Matrix + WebVR demo) we always
           | get a some grumpy feedback along the lines of "why are you
           | wasting time doing VR when Element still doesn't have multi-
           | account?!" or whatever your favourite pet Matrix or Element
           | deficiency is.
           | 
           | > The fact is that Third Room has been put together by a tiny
           | team of just Robert (project lead, formerly of Mozilla Hubs &
           | AltspaceVR), Nate (of bitECS fame) and Ajay (of Cinny fame) -
           | with a bit of input from Rian and Jordan (Design), Bruno
           | (Hydrogen) and Hugh (OIDC). On the Matrix side it's been
           | absolutely invaluable in driving Hydrogen SDK (which also
           | powers things like Chatterbox and of course Hydrogen itself)
           | - as well as helping drive native Matrix VoIP and MSC3401
           | implementation work, and critically being our poster-child
           | guinea pig experiment for the first ever native OpenID
           | Connect Matrix client! In terms of "why do this rather than
           | improve Element" - the domain-specific expertise at play here
           | simply isn't that applicable to mainstream Element - instead
           | there are tonnes of other people focused on improving Matrix
           | (and Element). For instance we shipped a massive update to
           | Element's UI the other week.
        
             | MayeulC wrote:
             | Thanks for replying with this. I know it's not my place to
             | comment on what people spend their time on, but somehow
             | couldn't resist commenting this time. I thought sharing my
             | instinctive reaction may be invaluable, but it's true they
             | probably get it a lot.
             | 
             | Oh well, I have a bit more time these days, I should finish
             | up and submit the Matrix Spec Change I started drafting
             | almost a year ago... Everything takes time.
        
       | deserialized wrote:
       | Photo realistic from the air, blurry up close sadly
        
         | andybak wrote:
         | Not to pull the whole "Everything Is Amazing And Nobody Is
         | Happy" on you but pause to consider the sheer scale of the
         | dataset. 2500 cities have geometry data to the level where you
         | can see details on individual buildings for areas extending
         | well out into the suburbs.
         | 
         | Yes - it's blurred up close but my god, isn't it still amazing?
        
           | bmicraft wrote:
           | The thing is, it does seem like it's gotten any better in
           | therms of resolution over the past couple of years
        
             | andybak wrote:
             | Not so sure. I've been using Google Earth VR semi-regularly
             | for 4 years or so and not noticed a big change.
        
       | andybak wrote:
       | dag - Can you edit the title? It should be GLTF (even that is
       | misleading as this in 3D Tiles format:
       | https://www.ogc.org/standard/3dtiles/ )
        
         | Torkel wrote:
         | glTF
         | 
         | https://en.wikipedia.org/wiki/GlTF
         | 
         | (note Wikipedia capitalizes it weirdly in the URL but in the
         | page title it is correct)
        
           | andybak wrote:
           | Jesus H. Christ. I've been saying it wrong for years.
           | 
           | I just assumed - you know, WebGL, OpenGL. I've even bloody
           | implemented support for it in an app whilst calling it the
           | wrong thing!
           | 
           | I need a sit down and a strong cup of tea...
           | 
           | EDIT - Phew. It is _GLTF_ - in my blind panic I thought it
           | was actualy an  "I"
           | 
           | (I don't care how they tell me to capitalize it - that's not
           | something I particularly care about conforming to)
        
       | NietTim wrote:
       | This is neat. I've just so happen to have been playing around
       | with GIS and blender recently and you have to jump quite a few
       | hoops to get data, hopefully this will simplify things
        
       | jimmySixDOF wrote:
       | Meanwhile Apple does not support glTF or WebXR or ...
        
         | secretsatan wrote:
         | It's a bit of a strange thing to say. At what level? Apple
         | doesn't support lots of formats, neither does Microsoft, people
         | can build tools in their apps to support them, and publish
         | them, and hence new formats are born, that, although may have
         | been created on a platform, the owner of that platform does not
         | 'support' them.
         | 
         | As this is an open format, you can, or very likely, someone
         | else, will write something to parse it on an apple platform,
         | will Apple support it then?
        
         | archerx wrote:
         | Yes Apple does support GLTF, I have a site that renders 3D
         | models that are GLTF format with no issues on an iPad with iOS
         | 13.7. iOS does not support GLTF with draco compression though
         | which is unfortunate but easy to work around by having a
         | separate non compressed model to serve to those devices.
         | 
         | On iOS I would much prefer a second non safari browser than a
         | second app store.
        
           | jimmySixDOF wrote:
           | Apple does not support Draco Compression on USD [1] which
           | still sucks & any glTF you are seeing was converted using one
           | method or another. An interesting way to hackdoor open 3D
           | immersive standards is this project using [2] App Kit.
           | 
           | And anyway this all might be moot if Apple announces support
           | at WWDC June 4th with the xrOS
           | 
           | [1] https://developer.apple.com/documentation/realitykit/vali
           | dat...
           | 
           | [2] https://launch.variant3d.com/
        
         | knolan wrote:
         | You can convert glTF to USDZ in their Reality Converter app.
        
       | sideband wrote:
       | Would love to see this added to https://kmzview.com. I could
       | (almost) stop using Google Earth for my clients.
        
       | andybak wrote:
       | This is huge news. Nobody comes close to having the 3d coverage
       | that Google has there have been no viable competitors on the
       | horizon. Until now there was just no way to use that gorgeous
       | data.
       | 
       | From a more personal point of view - Google Earth in VR is one of
       | the most stunning experiences I'm aware of and it's been on life
       | support since Google lost interest in VR. Now it looks fairly
       | simple to build something similar on top of the same data source.
        
         | boppo1 wrote:
         | What about MS flight sim X?
        
           | Rebelgecko wrote:
           | Assuming you mean 2020, it's impressive for a game but not
           | Google earth. Flying through a desert (even a desert city
           | with photogrammetry!) and the interpolated trees that get
           | added in would make you think you're flying over a lush
           | forest in the pacific northwest. It also struggles a lot with
           | non-solid 3d objects like bridges, freeway overpasses, etc.
        
             | mrguyorama wrote:
             | Google earth VR fidelity is terrible anywhere that isn't a
             | big 3D hand mapped city, just like Flight Sim VR. Most
             | places you are just looking at streetview images, without
             | any depth.
        
           | andybak wrote:
           | Haven't tried it.
        
           | kroltan wrote:
           | Very pretty, but not accurate. Most of the world is not
           | authored, but a best-guess by an AI with procedural models.
           | 
           | (They do have legitimate 3D-scanned areas, and even hand-
           | authored content for specific landmarks and well-known
           | cities, though)
        
             | bparsons wrote:
             | It is not far off from Google Earth. Most of the cities
             | have handscaped 3D models, while the rest of the planet is
             | procedurally generated.
        
               | kroltan wrote:
               | They are continually improving coverage, a 3D artist
               | friend of mine worked with an agency that was providing
               | 3D models for them (wasn't the best workplace though,
               | very factory-floor-panopticon-y).
               | 
               | Though last time I tried it, about a year ago, my
               | hometown (a capital of one of Brazil's states) and all
               | the surrounding areas was still very much procedurally
               | generated. (FLN airport district is next to a mangrove
               | swamp but was represented in-game as grasslands, as well
               | as some very out-of-place building styles)
        
           | zymhan wrote:
           | Do you mean MS Flight sim 2020?
        
         | fouronnes3 wrote:
         | Agreed, google earth VR is the most incredible experience I've
         | had with my VR headset.
        
           | actuator wrote:
           | Which VR headsets are you guys using?
        
             | kroltan wrote:
             | Still on my trusty Vive due to third-world-itis, but would
             | upgrade to another PC-tethered device like the Index or
             | some other SteamVR-compatible (since I'm on Linux), as to
             | be less at the mercy of the manufacturer.
             | 
             |  _Stern look at requiring a FB account to enable developer
             | mode on the Quest_
        
               | hutzlibu wrote:
               | "Stern look at requiring a FB account to enable developer
               | mode on the Quest"
               | 
               | That is annoying out of principle to me as well, but on
               | the other hand, why care as you don't have to use it?
        
               | kroltan wrote:
               | Semi related, but you also need to agree to Facebook
               | using your camera feed if you enable the hand tracking
               | feature. They probably use it to train the tracking
               | models further, and to be fair it _is_ a cool feature,
               | but it costs a video feed of your home to use, which to
               | me is not worth it.
        
               | [deleted]
        
               | kroltan wrote:
               | _I am_ a game developer :)
               | 
               | But principle would be enough for me, I don't like that
               | the Quest is a brick without phoning home (you have to
               | install and log into the Oculus software at least once to
               | be able to use the desktop computer link), plus the whole
               | UX nightmare of being forced software updates when you
               | want to use the darned thing.
               | 
               | My friends with a Quest are often delayed from joining VR
               | play sessions due to some silly business requirement like
               | an expired login or system update. Also, the Oculus
               | desktop software is some 10 gigabytes due to a non-
               | optional very detailed home menu environment, even if you
               | use a third party launcher like SteamVR Home. And it must
               | be up-to-date before running any actual applications.
        
             | andybak wrote:
             | Currently Quest via Link cable.
             | 
             | Previously at various times Vive, Rift and Windows MR.
        
           | andrewstuart2 wrote:
           | I accidentally discovered that not zooming in quite as much,
           | but getting down on your hands and knees is a really fun and
           | unique experience in Earth VR. You get a closer view of the
           | dollhouse effect that goes away when you zoom in to ground
           | level. Probably looks particularly strange to the outside
           | observer though.
        
           | andybak wrote:
           | And I just made a crude clone of it in Unity in about 30
           | minutes! (and most of that was spent trying to add billing to
           | my Google API account)
        
             | IIAOPSW wrote:
             | One day you'll be able to add your billing...IN VR
        
       | s3p wrote:
       | It looks like they're offering this as an API with a free monthly
       | $200 credit. Huge kudos to the Google cloud team for this!
        
       ___________________________________________________________________
       (page generated 2023-05-11 23:02 UTC)