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While WebVR won't push the envelope of what's possible in terms of high end rendering, frameworks like [A-Frame](https://aframe.io/ https://aframe.io/) will low
by lux 11y ago
While WebVR won't push the envelope of what's possible in terms of high end rendering, frameworks like [A-Frame](https://aframe.io/ https://aframe.io/) will lower the friction of developing and distributing simple, more utilitarian VR experiences and of hopping in and out of them from your web browser or phone.
I can see many interesting business use cases that can be solved in a lightweight VR context, without needing a full gaming engine.
- whoyee 11y agoThat's just it. Being able to render web content in VR makes it possible for your typical web developer to use their existing skills to build content for VR. Unity and Unreal are fantastic tools and very well suited for building games, but not everything is a game. Besides this, instant access by url with no downloads and installs, no-app store "gatekeepers" and a free and open technology stack are solid reasons for why you would want to have or use WebVR. And while performance definetly lags behind native, I'm not sure that it's going to be that far off. WebGL 2, Web assembly, WebGL in workers, will in combination with general improvements in graphics and rendering performance will get it close.