Re:Hands-on with virtual reality using A-Frame, React and Redux
by dsp1234 on Tuesday January 05, 2016 @06:40PM
(#10847086)
But does it support HMDs?
FTA:
" If viewed on a VR-compatible device, the user will be placed inside a sphere of these profile photos with the ability to change the classification of each member using a gaze-controlled cursor to click on them. "
Re:Hands-on with virtual reality using A-Frame, React and Redux
by donmccurdy on Tuesday January 05, 2016 @09:02PM
(#10847896)
It does support HMDs for browsers that have implemented the WebVR spec. That's Firefox Nightly and experimental Chrome builds so far. Without that it makes a best effort at WebVR emulation.
With a Cardboard viewer, A-Frame demos feel pretty consistent with native Cardboard demos to me (tried iOS + Android). But obviously I'd rather try this out with an HMD, and haven't been able to yet. Hoping to pre-order one tomorrow. :)
https://www.reddit.com/r/WebVR/comments/3zmclh/webvr_enabled...
FTA:
" If viewed on a VR-compatible device, the user will be placed inside a sphere of these profile photos with the ability to change the classification of each member using a gaze-controlled cursor to click on them. "
>60 fps has been done. But, it is not reliable yet.
By "running well" I mean within the limitations of the framerate browsers can currently produce, which is definitely not 90 or 120 fps.
The best performance I've had with WebVR has been a very stable 75 fps in Firefox using this configuration: https://mail.mozilla.org/pipermail/web-vr-discuss/2015-Novem...
With a Cardboard viewer, A-Frame demos feel pretty consistent with native Cardboard demos to me (tried iOS + Android). But obviously I'd rather try this out with an HMD, and haven't been able to yet. Hoping to pre-order one tomorrow. :)