- From: Sean McBeth <sean.mcbeth@primrosevr.com>
- Date: Mon, 21 Nov 2016 12:14:37 -0500
- To: Holo Leo <hololeo@gmx.com>
- Cc: public-webvr@w3.org
- Message-ID: <CAFkgwSC3Cg6peYF6T1_Wbjn4mV5ZzpoT6LvpivYsPX5JYg3ZHQ@mail.gmail.com>
The webvr-polyfill library does very little platform detection. It tries to detect Gecko vs WebKit/Blink because there are some differences in how the orientation data from the Device Orientation API is reported between the two engines. But it should work on any system that has the Device Orientation API implemented. Native WebVR obviously needs a browser that has the WebVR API implemented. Chrome 39 is pretty old (two years is ancient in this space), but I have been writing orientation sensing projects for it for longer than that. I've seen webvr-polyfill work in a very wide range of platforms. There might be another issue like lack of native Promises causing a stopping error. You should try to inspect the pages in question (Chrome has a remote debugger available for this purpose) to see if there are any errors being reported and that might give a better clue on how to proceed. On Sat, Sep 10, 2016 at 1:37 PM, Holo Leo <hololeo@gmx.com> wrote: > Hi, > > I am working as a tech evangelist for Epson's Moverio Smart Glasses. I am > researching how to enable WebVR support out of the box for the headset. It > is capable of rendering stereoscopic and has a decent processor (Intel > Atom), Android OS (lollipop), and stock browser (Chromium level 39). Its a > capable device but unfortunately isnt recognized as such by WebVR > > I tried the samples at webvr.info including the polyfill ones. They all > fail to activate headtracking and the cardboard button says browser doesnt > support it. > > I have tried A-Frame examples by modifying the code to bypass the checks > it does and it indeed launches and does head tracking. Ive also had great > experiences using the 360 player from vrchive.com. > > So my thinking is that Webvr isnt working because of some javascript > browser sniffing. Could this be it? > > What exactly would Epson need to do to get its default browser recognized > by WebVR. Since the hardware supports it very well, what needs to be done > to get this working. > > Thanks for any pointers and insights > > Regards > Pablo > -- Thank you, Sean T. McBeth CEO, Primrose LLC <http://www.primrosevr.com/> T:> 717.261.7689 <//717.261.7689>
Received on Monday, 21 November 2016 17:15:31 UTC