WebVR lands in Firefox Nightly
mozvr.com
mozvr.com
"I worked on a VRML retail store that had 3D products on 3D shelves and 3D customer service reps you could chat with. It was just like shopping in a real world retail store, except you're tripping on LSD flying uncontrollably upside down through a bright colored world of blocks and pyramids while wearing binoculars until you punch a hole in the sky and your browser crashes. The world just wasn't ready to shop in 3D."
I also agree that the world just wasn't ready for VRML. It was so far ahead of it's time that it even pre-dated 3D hardware accelerated graphics chips coming as standard on desktop PCs!
What we had to wait for was the technology to be reinvented a dozen times before client side web languages finally reached the same point that desktop software development was 20 years previously (and let's not forget the prolonged stagnation in web technologies as pioneered by the dominance of IE6).
I can definitely see some uses for it - architectural walkthroughs for example. But using it for creating a virtual store would just get in the way of doing any shopping.
Running around a VR modelled web page made me feel like the Lawnmower Man or Joey hacking into the Ellingson Mineral Company supercomputer (well, maybe not Joey specifically because he was a n00b)
https://www.youtube.com/playlist?list=PLUj8-Hhrb-a0Z3f70ygX5...
Tony Parisi's slides: http://www.slideshare.net/auradeluxe/an-introduction-to-web-...
Brandon Jones's slides: https://docs.google.com/presentation/d/1e_Gto702fnYF1BhVllSW...
Steam has a VR browser, which I used for my tests. You have to get keystrokes in through a side channel, though, since it steals some vital key bindings including the spacebar, and it has its own screensaver which I didn't find a way to disable (and it can't sense keystrokes through a side-channel). A purpose-built browser wouldn't have that issue. Also, there's no way to control the positions of shells within 3D space or fill the whole 180deg yet.
The main issue right now is resolution. You get a lot more visual area to work with, but at the expense of a much larger minimum font size. I compared the smallest barely tolerable font size on a DK2 to the actual font size I was using on my main monitor, and it was about 3x the angular dimension; that is, the same visual area would either be a 300-column terminal on my monitor, or a 100-column terminal in VR. The DK2 is 1920x1080, so ignoring optics and subpixel issues, a 2560x1440 Gear or CV1 would make that ~2.25x, and a 4k HMD would make that 1.5x.
I do agree that there should be a fast and easy way to experience VR, uh, experiences without having to download native installers for every one. I'm not sure what way that will be. I am extremely unsold on the browser being the solution. But if it works out then that'd be pretty nice.
Maybe webVR won't be the way to get AAA titles in VR, but it will certainly lower the barrier to 1) development of VR content 2) distribution. I think webVR can do a lot for the adoption of VR without "poisoning the VR well."
Unreal Engine in asm.js looked pretty impressive to me. If we can get VR to work on the Galaxy Note, albeit with custom hardware access, then Firefox on a desktop doesn't seem unreasonable.
Also, I think you're exaggerating. I'm sure http://timeinvariant.github.io/gorescript/play/ would work fine with VR.
Adding VR to the editor to celebrate the WebVR news. #threejs #webgl