Re: Fallback for VR Mode

I'm not the best one to talk to about the "Realities" concept you refer to,
but we definitely would like to have the idea behind it be part of the
standard. I think it's an open question as to whether that's something that
shows up in the V1 spec or follows closely behind.

As for non-WebGL layers, there's a bunch of possibilities and we're mostly
concerned about leaving ourselves options in the future. A couple of
examples are a layer that takes a <video> tag and displays it's contents as
a quad in space at a location of your choosing or a layer that uses
whatever the next-gen web graphics API is going to be called (currently
WebGPU).

--Brandon

On Wed, Jan 17, 2018 at 3:12 PM Pete Markiewicz <pindiespace@gmail.com>
wrote:

> A few questions about WebXR implementation, which I can't quite figure out
> from current documentation. I run the Los Angeles WebVR Meetup, and we're
> having a discussion Thurs. on these topics with a new LA Khronos group
> being formed:
>
> https://www.meetup.com/Los-Angeles-WebVR-Meetup/
>
> Is the idea of a "Reality" layer + "Augment" layers securely part of the
> standard? Discussed on Mozilla, not here (I haven't been on a conference
> call).
>
> Can a "Reality" layer be pure sensor?
>
> Can a "Reality" layer by an artificial 3D disconnected space?
>
> The spec indicates that different layers could use something other than
> WebGL - candidates for this?
>
> On Fri, Jan 12, 2018 at 12:27 PM, Ricardo Cabello <
> ricardocabello@google.com> wrote:
>
>> I agree with Brandon. This is not too different from having two webcams
>> in your computer.
>> You can choose which one you want to use in the browser's content
>> settings.
>>
>> On 12 January 2018 at 02:06, Thomas Balouet <t.balouet@gmail.com> wrote:
>>
>>> I think as of today, the main question would be asked on the Samsung S8,
>>> which supports Daydream, Gear VR and of course Cardboard. Let's say the
>>> user has both Oculus and Daydream already installed on its phone. In 2D
>>> mode, if they launch a WebVR app on Samsung Internet Browser, then click
>>> "Enter VR", it'll show the polyfill distortion. They can then choose to
>>> plug the phone in the Gear VR, and it'll launch the same page in Samsung VR
>>> browser (in flat mode though). If they do the same thing using Chrome,
>>> it'll show an incentive to slide the phone in daydream viewer. So if I
>>> wanted Cardboard I'd have to go into the settings (as Brandon says). On any
>>> other browser, the polyfill will play its role, and if the user slides the
>>> phone in daydream/gear vr, it'll launch the main lobby of each device, and
>>> the user will have to navigate to the browser, then to its page...
>>>
>>> In some cases the choice is obvious (desktop, WebVR-only browser, non-VR
>>> devices...), and for the few offering different choices (mainly Galaxy S6+
>>> and Pixel), it'll depend on the 2D browser used. So there I think it should
>>> be more on educating the user than offering a choice. Because anyway, if
>>> I'm using Chrome on my S7, I'll have to go to a whole process (slide phone,
>>> select browser, enter URL, click "Enter VR") to enter VR in my Gear VR. So
>>> the users should know that if they want an easy WebVR process on Samsung,
>>> they should use Samsung browser, on Google phones they should use Chrome...
>>>
>>> At least that's how things are today. Now we could think of a "preferred
>>> VR mode" setting that the user would be invited to set at its first use of
>>> WebVR, and then all "Enter VR", no matter the browser, would open that
>>> mode. That's, in my opinion, the best way to go, but we'd need for all the
>>> browser vendors to comply, as well as OS vendors...
>>>
>>> That's for my 2cents of thought. Have a nice day everyone!
>>>
>>> 2018-01-11 23:05 GMT+01:00 Brandon Jones <bajones@google.com>:
>>>
>>>> In general I would prefer that any user prompts are kept to a minimum,
>>>> and in my experience they're not likely to be necessary. In a great many
>>>> cases the choice of device is clear: Either there is no device, a single
>>>> device, or the context of the request makes it very clear what device is
>>>> preferred. For example: If I'm on a Samsung device that supports both
>>>> GearVR and Daydream, but I'm in the Oculus browser launched via Oculus Home
>>>> while wearing a GearVR it's pretty clear the user doesn't want to have a
>>>> popup display every time they click a VR experience that says "Do you want
>>>> to use GearVR or Daydream to view this?" Similarly on a desktop you will
>>>> almost certainly have a single headset plugged in for
>>>> practicality/financial/limited number of ports/bandwidth reasons. The only
>>>> common exception is if you're a developer, but even then it's vanishingly
>>>> rare.
>>>>
>>>> Still, in that scenario I would prefer a solution that provides a
>>>> settings page somewhere that allows users to set the hardware priority
>>>> rather than have them make that choice each time you click an "Enter VR"
>>>> button. (And again, if you're already browsing in a Vive you basically
>>>> never want to be asked to put on the Rift sitting on your desk.) This is
>>>> already effectively available with Daydream, where a setting in the 2D
>>>> Daydream app allows users to manually select if they want to use a Daydream
>>>> or Cardboard viewer. I use that all the time for debugging!
>>>>
>>>> --Brandon
>>>>
>>>> On Wed, Jan 3, 2018 at 1:41 PM Leonard Daly <web3d@realism.com> wrote:
>>>>
>>>>> I originated this question in the Declarative WebVR group, but wanted
>>>>> to get input from people here too.
>>>>>
>>>>> Some devices cannot go into WebVR mode (think Chromebook). There are
>>>>> just no VR devices.
>>>>>
>>>>> Some devices have VR added (e.g., desktop with Vive).
>>>>>
>>>>> Many devices can go into VR (e.g., Pixel phones), but the user does
>>>>> not have the appropriate device (Daydream for Pixel) to complete the
>>>>> transition. The user may have cardboard and wish to use that instead of a
>>>>> fancier headset.
>>>>>
>>>>> The WebVR JS code that THREE uses bases its decision on the existence
>>>>> of 'navigator.getVRDisplays' having length > 0.
>>>>>
>>>>> What do people here think the expected/default fallback should be when
>>>>> the device
>>>>>
>>>>> 1) Is not VR capable but can do stereographic display on 3D content
>>>>>   OR
>>>>> 2) The user wishes to use a non-VR headset (e.g., cardboard) instead
>>>>> of the associated VR device
>>>>>
>>>>> I can see several answers here including required user-prompt,
>>>>> auto-fallback, do exactly what's requested. What are peoples thoughts or
>>>>> comments as to what they would expect?
>>>>>
>>>>> Thanks.
>>>>> --
>>>>> *Leonard Daly*
>>>>> 3D Systems Architect & Cloud Consultant
>>>>> President, Daly Realism - *Creating the Future*
>>>>>
>>>>
>>>
>>>
>>> --
>>> ====================
>>> Thomas BALOUET
>>> Virtuleap VR Product Manager
>>> Freelance Web&VR Creative Engineer
>>> https://www.tbaloo.com
>>>
>>
>>
>
>
> --
> ============================================================
> =================
> *Dr. Pete Markiewicz*
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> ============================================================
> =================
>
>
>
>
> *My "Ux in VR" presentations on Google Docs (note you can comment)WebVR
> 1.0
> APIhttps://docs.google.com/presentation/d/13a29m0SbpTeItFP8fjrSoKNb7nsjAd4DC9lWnokWEfg/edit?usp=sharing
> <https://docs.google.com/presentation/d/13a29m0SbpTeItFP8fjrSoKNb7nsjAd4DC9lWnokWEfg/edit?usp=sharing>Sustainable
> Ux in
> VRhttps://docs.google.com/presentation/d/1OTXaz3RuV0HWgM754PRMUC7d2KYVHH974s5hnAt53wk/edit?usp=sharing
> <https://docs.google.com/presentation/d/1OTXaz3RuV0HWgM754PRMUC7d2KYVHH974s5hnAt53wk/edit?usp=sharing>Sustainable
> virtual design blog:* http://sustainablevirtualdesign.wordpress.com
> *Sustainability template:* http://greenboilerplate.com
> *Sustainable Ux in Virtual Reality for Sustainable Ux 2017 (narrated): *
> *https://youtu.be/bU0tz05lcBw <https://youtu.be/bU0tz05lcBw>*
> ============================================================
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> ============================================================
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Received on Wednesday, 17 January 2018 23:34:18 UTC