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The ghost howls

A blog of virtual reality, startup and stuff

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webvr

How to make WebVR work with Chromium and Oculus + Google WebVR experiments review

WebVR is a technology that will have a bright future, we all know it. Since it gives the ability to develop VR applications once and then make them available for every kind of headsets, it is a powerful framework. This is why I covered WebVR various times in my blog, like when I talked about Rodin, a framework to make WebVR development easier.

But I’ve also complained because I couldn’t manage to make it work. I’ve never been able to try a WebVR demo with my Rift… until today.

To try WebVR with Oculus Rift or HTC Vive, the community advices to use Firefox Nightly (Firefox version that includes continuous updates, even not-so-stable ones) or Chromium (the opensource version of Chrome). What I’ve obtained until today was that these two browsers recognized the headset, but they never offered me the ability to see the content inside VR (only rotational data was detected, so I could see the images following my head on the computer screen, but inside the headset everything was black).

WebVR Chromium oculus rift touch setup
Chromium logo: is like Chrome one, but more sad

Luckily a reddit user told me how to fix this issue with Chromium and so I’m going to tell you the secret. I don’t remember his username, but, whoever you are, unknown hero, I wish you the best! Continue reading “How to make WebVR work with Chromium and Oculus + Google WebVR experiments review”

Make WebVR development easy with Rodin

As a response to my article about my sad experience with WebVR, I got in touch with some guys working on a interesting framework to make WebVR development easy. After some email exchange, I thought it was a good idea to talk about their product, that is called Rodin.

What is Rodin? Well, they say that:

We’re making it ridiculously easy to build and deploy powerful VR
experiences. Create experiences for multiple platforms with a single codebase and reach your audience no matter their device (from web to oculus)

Woah, “ridiculously easy” is pure marketing juice, I love it. 😀 😀

Anyway, let’s return serious. These guys were the founders of a studio (Knoxlabs) that was making VR experiences for lots of companies, even big ones. In the end, as always happens when you develop lots of similar applications, they started creating their own libraries, their own shortcuts… and in the end they had a little engine. So they envisioned the possibility to stop focusing on selling content and to begin investing in an engine that would let the developers to develop VR application faster and better. Continue reading “Make WebVR development easy with Rodin”

WebVR will be huge, but nowadays has some compatibility issues

Today I decided to try a website supporting WebVR with my PC and Oculus Rift. I was happy because I was to experiment the future: finally I could experience the ability to try some virtual reality content without passing through any hub (like Oculus Home), just going with my browser on a website. I was excited.

This is the feature that makes WebVR so awesome. WebVR means two things:

  • No need to install any particular app on the device;
  • No need to worry about the platform: the same WebVR app can run on PC (e.g. Oculus Rift) and on Android (e.g. Cardboard), without further modifications.

Continue reading “WebVR will be huge, but nowadays has some compatibility issues”

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