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I really hope the WebXR API stuff will come with support for VR headsets in Safari on desktop, and that whatever Apple's rumored VR headset end up being will al
by moron4hire 5y ago
I really hope the WebXR API stuff will come with support for VR headsets in Safari on desktop, and that whatever Apple's rumored VR headset end up being will also support it.
WebXR has been great for my app at work, but we're basically locked into the Quest 2 right now because Mozilla dropped the ball on WebXR support. Oculus is the only one doing significant VR work with WebXR in their Oculus Browser, which is a Chromium build that they keep proprietary.
- jimmySixDOF 5y agoThere is also no mention yet on Apple support for glTF file types which is important to keeping an open web based XR ecosystem.
- ngokevin 5y agoglTF can be rendered by the libraries, I think native glTF support only matters if you want to display it isolated and natively in the browser with nothing else, like an image. Which is not really a use case for VR.
- moron4hire 5y agoThere's really no need for that. WebGL and WebGPU have no concept of file types. Whether it's Wavefront OBJ or COLLADA or glTF or some jankasaurus of JSON loaded out of a database, WebGL isn't going to and shouldn't have to understand it natively. It's on the app developer to translate that to vertices, texture maps, etc. And that's going to change a lot depending on what sort of abstraction layer you're using on top of WebGL, e.g. Three.js or Babylon.js or whatever. If anything, having native support for specific 3D interchange formats would constrict and over complicate the available options to app and 3D framework developers.
- gfodor 5y agoAgree - WebXR is mostly off peoples' radars, but if at least two vendors end up adopting it well, it will have massive long term consequences (good ones) for the democratization of VR and AR.