WebVR is the next frontier
summary
Shows working WebVR wiring: create WebGL canvas, use navigator.getVRDisplays to find headsets, call requestAnimationFrame from the VR display, read VRPose from getFrameData and submitFrame; demos use threejs (rotating box, webcam texture) and a WebVR polyfill so cardboard/Daydream and desktop Rift/Vive all run. Discusses device fragmentation, room‑scale/Lighthouse limits, 90Hz vs 60Hz motion sickness, Google Expeditions/Tilt Brush, and recommends A‑Frame and webvr.info.
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chapters (15)
- 0:00Introduction
- 1:50Agenda
- 3:22WebGL
- 4:25WebVR Components
- 5:52Box Rotation
- 15:25Hardware
- 16:52The problem
- 18:00The landscape
- 20:54The fragmentation
- 23:52Undiscoverable content
- 26:01How does it work
- 32:08Challenges
- 37:41Open questions
- 43:21Navigation and locomotion
- 45:42Presence and immersion








