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FWIW, I note https://github.com/mncharity/node-webvr-alt-stack https://github.com/mncharity/node-webvr-alt-stack . It's an old abandoned WebVR-1.0-like Vive-on
by mncharity 8y ago
FWIW, I note https://github.com/mncharity/node-webvr-alt-stack https://github.com/mncharity/node-webvr-alt-stack . It's an old abandoned WebVR-1.0-like Vive-on-linux browser-as-compositor stack. Official WebVR support for linux was so completely unusable, that I rolled my own on top of Valve's low-level OpenVR lighthouse device driver. It was a hack, but that made it easy to get working.
Some Three.js WebVR demos worked. A-Frame didn't (wasn't a priority). No lens correction. Old WebVR 1.0. The repo may well still work, but you'd likely need to pin all the node.js module versions. No predictive pose, so lag but no judder. The few people who tried it, including some highly sensitized devs, were fine with that. 90 fps on down towards 40. I still use a similar stack around 30 fps with camera passthru AR. It just worked. I didn't plan to deploy on it, but it was nice to have a WebVR dev environment where things just worked. Which at the time, was far from true even on Windows. And given your description of current state... fyi fwiw.
I wondered at the time if Mozilla might be making a strategic error by so blowing off linux. The linux VR community was, and is, negligibly small compared to Windows. But a more diverse development community might have yielded a more robust development effort.
(BTW, my thanks - I'd managed to not notice the project has a long open issue. Eep.)