- From: Brandon Jones <bajones@google.com>
- Date: Wed, 17 Jan 2018 23:33:36 +0000
- To: Pete Markiewicz <pindiespace@gmail.com>
- Cc: public-webvr@w3.org
- Message-ID: <CAEGwwi1e5xLmoPgsz4sLE9p40dpMH+h-MSM4HeOS4nQcwj_RnQ@mail.gmail.com>
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* > *Email:* pindiespace@gmail.com > *Portfolio:* http://plyojump.com > *Github:* http://github.com/pindiespace > *Linkedin:* http://linkedin.com/in/pindiespace > ============================================================ > ================= > > > > > *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>* > ============================================================ > ================= > *Buy my book! *- Millennials and the Popular Culture > *Lifecourse:* http://www.lifecourse.com/store/catalog/lca/mpc.html > *Amazon Author Page:* > http://www.amazon.com/Pete-Markiewicz/e/B0069VZ7BG/ref=ntt_athr_dp_pel_pop_2 > ============================================================ > ================= > *On that page, see my DARPA Grand Challenge 2005 entry video, "Team > Robomonster":* > *Team Robomonster *(DARPA 2005 Grand Challenge): > http://robotsthatjump.wordpress.com/category/team-robomonster/ > ============================================================ > ================= > *Indiespace *(1st to sell downloaded music, March 1994): > http://www.indiespace.com. Also see http://archive.org under > "Kspace.com" 1996 for our original site. > ============================================================ > ================= >
Received on Wednesday, 17 January 2018 23:34:18 UTC