Firefox Reality
mixedreality.mozilla.org
mixedreality.mozilla.org
The interesting feature of this browser is navigating VR ready websites that provide an immersive experience (aka. webvr). You can also browse the regular web from your headsets, of course, but that's not particularly exciting.
Surely the oddity is solved by postulating that it is a marketing strategy to build interest?
Right now, we only have Firefox Reality available for standalone VR headsets, but we're bringing the experience to desktop VR and a variety of standalone AR headsets in the second half of this year.
The problem with all of these virtual-X or augmented-X is that they don't provide enough value to me -- as a consumer -- they're just "grand ideas" without any real value.
I'm sure the gimmick effect has some value in and of itself, but c'mon.
Only now that I go back through it more slowly to write it up, I find this small text just before the end: "designed to tackle all of the new opportunities (and challenges) that come with browsing in VR". Oh it's a browser! Only after typing the comment about how I scrolled through the whole page and didn't find a meaningful statement, I noticed a line of text hidden between headlines and moving pictures that should have been the title.
Thought they were releasing a headset or something.
"Viewing multiple pages concurrently" issue repeatedly mentions tabs as something that needs to be designed https://github.com/MozillaReality/FirefoxReality/issues/635, in May saying "Will keep this issue open for designing Tabs. Feel free to make changes to track the design + engineering."
But then in June it's "Closing this in favor of new meta bug #1319"
And #1319 does not mention tabs anywhere. https://github.com/MozillaReality/FirefoxReality/issues/1319
Maybe tabs have been implicitly bundled into "multiwindow" when they're talking about that? Can't check myself because the Quest version doesn't have any multiwindow support, it looks like they're working on a crash issue for it.
I tried a dev build sideloaded last week on the Quest and being in a single-window no-tab environment where you can only have one page open at a time is very limiting. But as soon as that's worked out, I'll be switching to this as the main browser.
I wonder if it will be possible for someone to patch Oculus Home so that the Browser button opens this instead.
Once we have some concrete designs, we'll have issues open and on our public roadmap for comment and we often have early builds available in our releases page for sideloading if people are interested in testing and giving feedback.
Some execs at Mozilla think MR is the wave of the future. I think it's mostly a party trick with a very niche market and will always only be a niche market, and wasting top talent on MR seriously detracts from a project that is a hundred-fold more important. But maybe that's just me.
I have mixed feeling about this. I’m inclined to agree with you however if it did take off it could mean the difference between Firefox dying and becoming the market leader.
VR seems like a huge waste of resources though. Yes I think it will take off in the next 10 years, but are people really going to be using VR to browse the web? And can you really make good VR apps in JavaScript? I doubt it.
People still don't use WebGL/WASM for traditional 3D games which are less demanding.
You could've asked something similar 12 years ago: sure, smartphones will probably take off, but are people really going to be using those small devices to browse the web?
Mozilla missed that boat; they can't afford to miss this one if it's going to take off. Weighing that against investing resources now, at a time when they're financially healthy, makes it a pretty sane direction in my view.
I don't think that VR sets have the exponential growth that smartphones had on their first years. So this new target of Mozilla may never expand outside a niche market. And I'm afraid their flagship browser could suffer from the side-effects of this focus.
Edit: Their Github page has releases, but they're all APK's? https://github.com/MozillaReality/FirefoxReality/releases
Edit2: Oh, it's for "standalone" headsets. Never mind I guess...
They are probably not targeting the el-cheapo cardboard variety.
I should try to see if the CD is still readable...
On a similar nostalgia train, does anyone else remember Cycore Cult3D? It was a sort-of-WebGL-ish browser plugin targeted at rendering 3D parts and product views in the browser.
Do I get it wrong?
Part of the reason you might choose to install Firefox Reality on your VR headset is because it's important to you that developers of VR apps always have an option to use the web to share their apps, which will avoid forcing their users in the way you mention.
We've built a social VR application called Hubs (hubs.mozilla.com) to showcase the potential of web based VR applications.
I just wonder, because even when they "set" the focus of these HMDs to "infinity", your eyes are still technically only looking at a screen at a fixed distance, mere inches away. Everything I have read about so-called "simulator sickness" and other maladies in HMDs have said that eye fatigue results from this "fixed focus" issue. It doesn't cause as much issue for pilots training in simulators, because the actual screen being projected on is several feet away from their eyes, allowing them to become more naturally focused toward "infinity" (parallel).
I also wonder about the head and neck areas and fatigue. Most of the HMDs - while lightweight compared to systems of the 1990s - still seem like they have a lot of "nose weight", and aren't balanced on the head. Proper balance (fore/aft and laterally) is crucial to long-term use with lower fatigue, even with a light weight HMD. Also, the more weight that rests on the bridge of the nose, the worse the amount of fatigue.
Much of this knowledge is based on research that was done in the 1990s and earlier, both with those early HMD systems, and other earlier simulator systems. I'm continually surprised that current commercial offerings seems to either be unaware of such research, or that they ignore it for the sake of marketing (distributing the weight on the head results in a more "helmet like" HMD, which probably isn't as saleable to the public; ultimately, the public probably would like to see something as lightweight and wearable like a pair of sunglasses, but current display and optics technology isn't there yet - if it ever will be).
Do you have the same response when wearing other kinds of goggles or face shield (say something like welder's goggles, or lab goggles, or a scuba mask, or a welder's hood - things like that)?
I don't think I've ever heard of this being reported, but it doesn't surprise me as a possibility, either. It may even be mentioned in the literature out there (while I have an extensive collection of literature and research papers on VR, I'm certain I don't have anywhere near all of it).
Thank you for responding about it.
Have you ever heard of the company Flogiston - and the Flogiston Flostation?
https://www.techbriefs.com/component/content/article/tb/tech...
https://spinoff.nasa.gov/spinoff1998/ch5.htm
You can find some more pictures and stuff with google - the company no longer exists, and I don't know if any of the prototypes or such are still around; if they are, they are probably "unobtainium".
But anyhow, part of the system was a particular style of "zero gravity" posture chair, as you can see from the pictures and such. So playing Elite Dangerous in an HMD from a similar chair might be an interesting experience...
It would be nice to be able to just sit down and relax in VR while playing a game.
Though I can understand where you're coming from; I recall really "playing" Dactyl Nightmare in the mall (most people would just stand around and stare in the game - it was kinda stupid), and I would walk away fairly sweaty from the "workout" of playing the game (crouching, moving, shooting, aiming, etc).
I always thought that was one of the best aspects of VR gaming - that I could actually be in the game, and not just viewing it through a window semi-passively.
Part of that is using the game controller blind, and having small hands as well. A controller designed for younger kids might help.
I know anecdote is not data but my 4yr old loves feeding his dinosaur in Oculus Quest 'Bogo' game. I limit his VR time to about 15-20 mins/week but he would love to do more if I allowed. I only use the base Quest headset straps/controller - no custom setup. He can easily press the different buttons on the controllers and move around as well as my 60yr old mom.
> This product should not be used by children under the age of 13. Adults should monitor children (age 13 and older) who are using or have used the Headset for any of the symptoms described below, and should limit the time children spend using the Headset and ensure they take breaks during use. Prolonged use should be avoided, as this could negatively impact hand-eye coordination, balance, and multi-tasking ability. Adults should monitor children closely during and after use of the headset for any decrease in these abilities.
https://scontent.oculuscdn.com/v/t64.5771-25/12331258_477090...
I don't think The Martian is realistic, or even a good predictor of anything. Now, there may be an expedition to Mars in future, but AFAICT there's really no good reasoning for it. What's your argument for an expedition to Mars?
EDIT: I just wanted to add: You and I -- humans that we are -- only remember the hits, i.e. the predictions that turned out to be true. There are a lot or predictions (sci fi novels, etc.) that turn out to not be true and are thus forgotten. QED
You seem to have missed the point of my comment completely. Your takeaway from my saying "just post it as a statement, not a rhetorical question" and "the way you generalized it to all of sci-fi makes it also not very helpful" (for which the books were supporting examples) is to ask what makes me think humanity should go to Mars? The book doesn't even argue we should or shouldn't go to Mars, but it contains a ton of research into how these missions could work and may actually (contrary to your generalization) be a realistic representation.
As for survivorship bias, sure, I can think of a million sci-fi books that are unrealistic. I never made the argument all sci-fi is good or that their authors have done research or that they are good predictors. But that most don't even try to be predictive doesn't mean some might not be a realistic enough example to relate it to the choices we make and how it might play out. RPO just isn't one of them.
AFAICT, your nested quotations contained a quote (by you!), which said "it contains a ton of research into how these missions could work and may actually [...]"
Ok, so a "ton of research". By whom? An author... of sci-fi?
Look, I'm not per se against imagination or exploration, but I am very much for realism.
Yes.
Help me!
It'll get really weird when "glued to your phone" starts being literal as wearable AR stuff gets adhesive bonds.
I prefer the concept of visual cortex framebuffer.
I think that means you just haven't tried hard enough. I know for a fact an advert of a dog with a vr set strapped on would get my attention
Meanwhile I pay for a membership to a dog park with alcohol and social events : https://fetchparkatl.com
My attitude towards having children may change one day, but it's just not the world we're living in right now.
They do. It's like a switch gets flipped. Or like an ~instant ~unkickable addiction.
You can't quite transcend biology just yet...
So I would suspect it's a minor concern, I would worry more about mental/cognitive effects more.
How tight are you making the VR headset? Whatever tightness you're using might be a bit much if you consider it "heavy constricting".
https://mixedreality.mozilla.org/static/kid-03fadfdcdaaabce0...
</Tinfoil>
</Sarcasm>
>Experimental Servo support
>To compile with Servo support, create a file called user.properties in the top-level project directory and add enableServo=1. Then to enable Servo in Firefox Reality, go the Developer Options panel in the Settings, and toggle the Servo option. Then a new button will be added to the navigation bar. Clicking that button will reload the current page with Servo.
Most of the work is currently going on out-of-tree in Simon's victor project, if you're interested: https://github.com/SimonSapin/victor
That said, we're all in favor of people who want to sideload and play with it! https://github.com/MozillaReality/FirefoxReality/wiki/Sidelo...
Here's a demo of what it looks like inside: https://www.youtube.com/watch?v=93bxZlU-kbA&t=272
Doing it with your eyes may be preferable long-term, but eye tracking isn't in consumer headsets yet.
On the contrary, gaze control was forced upon us when phone-based VR had no access to a controller. It's actually rather unnatural. We look at many things without wanting to activate them so you have to have a secondary cue for "clicking". Usually a timer: "stare at this for x seconds" which means every interaction is an exercise in patience.
Gesture control is probably the most natural if done well but when done badly it's fairly awful. I still can't master clicking on a v1 Hololens and I avoid using the thing without a clicker.
Simple unobtrusive controllers are going to be the best bet for a fair while I suspect.
I took a quick look at the codebase for the browser (https://github.com/MozillaReality/FirefoxReality), and it isn't what I was expecting (once you dive to app/src) - definitions for the main three supported systems are each at this root level, and I didn't see any kind of "template" or "empty" definition file or anything to guide someone wanting to make one themselves - but maybe that's not possible.
It appears that these files are wrappers around the APIs used for those other products (?). So your only hope would be to base your wrapper on these existing ones, which while feasible (working with the API docs too), isn't what I would call "ideal". Plus, there doesn't seem to be a separation of concerns when it comes to input vs output.
I mean, what if I wanted to use my hacked powerglove with my Rift HMD? Or what if I wanted to use my Vive controllers with my Virtuality Pro?
I understand that the supported systems are nominally "all-in-one" solutions, but the parts (HMDs, controllers, tracking) are available separately (at least in some of the cases) - so mixing and matching might be something someone would want to do. It would definitely be that case for those implementing their own "mixed setup", where they might have an old VPL datasuit and glove, plus some other old pro-level HMD that they like to play with.
As it is, it seems like each setup would have to be a custom "all-in-one" for that setup, so if you had two different systems that used two different HMDs and tracking, but both used the same Powerglove Minelli interface - the code couldn't be "shared" in a reasonable manner (yes, I know with the right symlinking and other buggery it could be accomplished within the current structure, but it isn't ideal).
I was hoping the structure would be more like /plugins, with /input /output, and under those /controller /glove /wand and /hmd /motionplatform /cave, then under each /occulus /vive /google /example
Or something like that. Am I wrong here?
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Ok - I know this is likely open source and thus can be changed, but I honestly wish that things like this offered (and marketed) a means - via plugins or something (and maybe this does - hence, marketed) - the ability to expand on what i/o devices are allowed.
Sure - should the "main players" be featured? Of course. But what about those of us who might like to - oh, I don't know - throw on an old Forte VFX-1 and a Powerglove and go at it? Maybe we want to recreate the experience of using REND386?
Or what if you have access to a Polhemus or Ascension magnetic tracking system (or any number of other "pro-level" tracking)? Or HMDs? Or other input devices? Or motion platforms?
Maybe you're a developer of something completely new, and want to play in this same environment and make it compatible...
Again - I haven't dug into the code, and maybe it's designed to accommodate these kinds of use cases. I'd just love to see that availability, if it exists, to be advertised more. I guess its because I get the same feeling around software released for my OS of choice, where Windows and Mac are prominently advertised, and Linux is at best, if it's offered at all, the classic step-child stuffed in a closet.
As an aside, I never can figure out the argument that "we don't offer support for Linux because the market is so small, it isn't worth it for us" - well, if everyone keeps saying and doing that, what do you think will ultimately occur? Do you think that market will grow, stay the same, or shrink?
Man I remember seeing those in copies of PC Gamer as a kid. You can find modern reviews online. They had a lot of issues; mostly due to low resolution leading to motion sickness.
There were attempts at 3D web standards in the past. Who remembers VRML?!
Which I don't think do them real justice; it's like people growing up with modern cars doing a review of a Model T - a fair review you have to try to replicate everything around what is being reviewed, or at least have that mindset. A good review would use an old Pentium running Duke Nukem 3D with the patches meant for the VFX-1 (for the head tracking and "puck" usage).
> They had a lot of issues; mostly due to low resolution leading to motion sickness.
Most consumer HMDs of the time had low resolution, low field of view, contrast issues, etc. If they had any kind of tracking, coupled with the PC hardware and software of the era, the frame lag to changes would also cause simulator sickness issues.
One thing though - if you look at research papers from the era - there was discussion of what was termed a "looking past the pixels" effect.
That is - if you didn't focus in on the pixels themselves, the screen-door effects (terrible at those low resolutions, especially if the FOV was made large - which in most cases, it wasn't), and the small FOV - that psychologically (maybe neurologically too) some people would report seeing things at a better resolution and FOV.
It wasn't investigated too much - but what was thought was that for those participants, the mind would fill in the "gaps" using it's mental model - so long as they weren't focusing on those gaps. There are many other experiments that have been done that proves the mind does this in the "real world" - so in theory, that effect could be real. I suspect it is, but only if the imagery being displayed in the HMD matches some imagery the mind has seen before. For instance, my memory of playing Duke Nukem 3D in a VFX-1 setup seems far better than I am sure it was, but then, I had played the game a lot on a regular monitor at a higher resolution, so I had a "model" of it in my mind. It might be a different experience today, since I haven't played it in a long while - or if I played another game in that HMD that I hadn't played before.
> There were attempts at 3D web standards in the past. Who remembers VRML?!
Mark Pesce was behind that - among other pioneers:
https://en.wikipedia.org/wiki/Mark_Pesce
These earlier attempts have led to and informed newer frameworks being played with today. VRML had its good and bad points; the main concept was to make VR as accessible to normal people as the Web was via HTML. But it really was a technology that was too early for the hardware that people had available (unless they had access to some high-end SGI machinery). That kinda gave it an unfair reputation, and was a part of the reason it never caught on well.
Today we have a range of other options, some more "standard" than others, but most things "VR" still seem to be cobbled together from "scratch", or at best layered on top of WebGL - while things like Three.js have made WebGL easier for people to use, it still isn't anything like typing in simple VRML.
Another note: One thing I liked about the VFX-1 that I haven't yet seen in current HMDs was the "flip up" design. It was meant so you could easily "enter and exit" a virtual world as you designed it. Today, it may not really be needed as much as resolutions and FOV increase in HMDs - instead, we're slowing seeing the concept of "recreate the monitor inside the HMD" kind of approach. But I still thought the concept was interesting, and I was kinda surprised that Oculus didn't do something similar, since Palmer Luckey hacked the VFX-1 to death on the 3DMTBS forums prior to the kickstarter.
Other comments I have read here indicate that this software is for "standalone" systems - and not, as I presumed, for "component" systems (I'm not sure what else to term them).
Which would make my concerns (mostly) irrelevant.
The VR/AR vendor market has largely collapsed into a few big players with vertical-integration ecosystem-capture dreams, so high-investment opaque monoliths is what's available. Valve's OpenVR apis being the biggest multi-vendor exception. And they're immature, in a complex and still-evolving design space, making it harder to abstract commonality. And gaming VR imposes strict performance constraints, so some paths may have little slack with which to pay some abstraction costs. So having vendor-specific monoliths, joined only at the top, could be the right choice. Any failure to have their javascript-level joining be flexibly mixable... seems regrettably traditional for browser apis, and I don't know the cultural background for that.
I've mixed Vive lighthouse and custom optical tracking, Vive and WMR and now drone HMDs, on linux. I took a custom browser-as-compositor stack. (But there's also the Vrui VR Toolkit.)
I imagine Firefox will make tons of money this way since devs get paid by the amount of minutes the software runs.
And the software is less awful than when it was first released. To be honest, it's not much more awful than the Steam or Oculus apps neither of which are paragons of quality.
However, being a terrible piece of software seems to be a common complaint, including breaking things unrelated to VR
https://www.reddit.com/r/Vive/comments/6jvq06/how_viveport_s...
If they can’t get it right, what does that say about the state of the web as a platform?
And to be clear, its not broken, the alignment is slightly off: https://imgur.com/a/GBLe5Jt I would totally let this pass QA for such a minority view.
2) How many other smaller phones exist on the market? It’s disingenuous to say it’s .5%.
This is not some complex item- it should simply not look like this. If the simple stuff is misaligned, what can you expect the rest of the page and more complex items to work like?