I know I'm lobbing in from the sidelines on what is essentially a licensing debate internal to Mozilla...but wouldn't any VR implementation like Vlad described be best done as an extension of existing open web standards where possible.

The 6dof data that comes from the Oculus Rift is essentially the same as the DeviceOrientation API. When Oculus add the new translation tracking to their API then that would really just be similar to the DeviceMotion API. And the stereo scene rendering is already easily done with WebGL shaders so there's nothing new required there as far as I can see.

We've also put together a plugin for our open source awe.js framework that uses getUserMedia() to turn the Rift into a video-see-thru AR device too. And for the 6dof tracking we just use the open source oculus-bridge app that makes this data available via a WebSocket which is enough for this type of proof of concept.

http://www.youtube.com/watch?v=kIHih4Cc1ag&feature=youtu.be

Of course if that just turned up as the DeviceOrientation API when you plugged in the Rift then that would be even better.

But once you guys have finished your licensing discussion I think it would also be great to have the discussion about using/extending existing open web standards rather than re-inventing some just for VR. AR and VR are just on one mixed reality continuum and they are both already starting to have an impact on what the next web will look and feel like.

NOTE: If you combine all of this with the Depth Stream Extension we're working on for gUM too then this creates some amazing hybrid opportunities for web based VR that is also aware of the environment/scene around you.

http://www.w3.org/wiki/Media_Capture_Depth_Stream_Extension

Also note that Chrome have already implemented support for Project Tango too and hopefully this will end up being upgraded to support the new Depth Stream Extension when that's ready.

On a slightly related note we've also implemented Kinect support that exposes the OpenNI Skeleton data via a WebSocket. This allows you to use the Kinect to project your body into a WebGL scene. This is great for VR and is definitely a new area where no existing open web standard is already working.

roBman


On 16/04/14 9:43 AM, Andreas Gal wrote:
On Apr 15, 2014, at 4:17 PM, Benoit Jacob <jacob.benoi...@gmail.com> wrote:



2014-04-15 18:28 GMT-04:00 Andreas Gal <andreas....@gmail.com>:

You can’t beat the competition by fast following the competition. Our 
competition are native, closed, proprietary ecosystems. To beat them, the Web 
has to be on the bleeding edge of technology. I would love to see VR support in 
the Web platform before its available as a builtin capability in any major 
native platform.

Can't we?   (referring to: "You can’t beat the competition by fast following 
the competition.”)
Yes, we can. Look at some of the performance characteristics of FFOS on low-end 
hardware. We beat Android and other native systems on a regular basis on key 
performance metrics like startup performance by leveraging architectural 
advantages of the Web stack (lazy loading, etc). Or compare opening the App 
Store app on Mac OS X with going to a marketplace website like amazon.com. We 
load a rich content experience faster over the net than my SSD high end Mac 
loads from disk because the Web has evolved to a place where it has better 
capabilities for these tasks than native.

The Web has a huge advantage over the competition ("native, closed, proprietary 
ecosystems"):

The web only needs to be good enough.
Aiming low is always wrong. Always. It is true that the Web has massive reach, 
but thats not an excuse to be stagnant and reach for the “lowest common 
denominator” as you are proposing it. The massive reach of the Web helps us to 
get innovation to people faster. It doesn’t remove the need to innovate.

Look at all the wins that we're currently scoring with Web games. (I mention games 
because that's relevant to this thread). My understanding of this year's GDC 
announcements is that we're winning. To achieve that, we didn't really give the web any 
technical superiority over other platforms; in fact, we didn't even need to achieve 
parity. We merely made it good enough. For example, the competition is innovating with a 
completely new platform to "run native code on the web", but with asm.js and 
emscripten we're showing that javascript is in fact good enough, so we end up winning 
anyway.
We aren’t winning just yet. We barely got the foundation laid for Web gaming (even 
though I agree that we likely have tipped the scale now). In any case, we got here 
through technical excellence and innovation. asm.js is not merely good enough as you 
are claiming. It is the fastest, mostly widely available way to deliver portable 
game code to devices, with performance rivaling native performance. Thats very 
different from “lets just trail the market and do as little as we need to."

What we need to ensure to keep winning is 1) that the Web remains good enough 
and 2) that it remains true, that the Web only needs to be good enough.

In this respect, more innovation is not necessarily better, and in fact, the cost of innovating in 
the wrong direction could be particularly high for the Web compared to other platforms. We need to 
understand the above 2) point and make sure that we don't regress it. 2) probably has something to 
do with the fact that the Web is the one "write once, run anywhere" platform and, on top 
of that, also offers "run forever". Indeed, compared to other platforms, we care much 
more about portability and we are much more serious about committing to long-term platform 
stability. Now my point is that we can only do that by being picky with what we support. There's no 
magic here; we don't get the above 2) point for free.
I think you get the history of the Web all wrong. The Web has always been and 
will always be like the Wild West. Innovation happens all over the place, and 
we iterate towards a stable, standardized point after innovation happened. This 
is the biggest strength of the Web. Its not governed by a committee approving 
and managing the pace of innovation (or worse, by a single company controlling 
the ecosystem like Google or Apple). Nobody owns the Web and nobody can stop 
innovation. Of the 4 or so major browser vendors, if 2 move in some direction 
the other 2 have to follow suit or suffer the consequences of not being 
competitive on some characteristics. At the same time, nobody can go alone and 
fork the Web because nobody has enough market share to force a standard on 
their own. This is why Google’s proprietary extensions like NaCl and Dart are 
failing to get traction.

Innovation is the life blood of the Web and we need heretics like Vlad to push 
its boundaries. I remember when Vlad first started pushing for WebGL. A lot of 
people felt its crazy talk to expose GL to the Web and today we can’t imagine a 
Web without it. Knowing Vlad and his track record, we will think the same about 
WebVR in a few years. Lets clear the roadblocks for him to take us there.

Andreas

Benoit
Andreas

On Apr 15, 2014, at 2:57 PM, Robert O'Callahan <rob...@ocallahan.org> wrote:

On Wed, Apr 16, 2014 at 3:14 AM, Benoit Jacob <jacob.benoi...@gmail.com>wrote:

If VR is not yet a thing on the Web, could you elaborate on why you think
it should be?

I'm asking because the Web has so far mostly been a common denominator,
conservative platform. For example, WebGL stays at a distance behind the
forefront of OpenGL innovation. I thought of that as being intentional.

That is not intentional. There are historical and pragmatic reasons why the
Web operates well in "fast follow" mode, but there's no reason why we can't
lead as well. If the Web is going to be a strong platform it can't always
be the last to get shiny things. And if Firefox is going to be strong we
need to lead on some shiny things.

So we need to solve Vlad's problem.

Rob
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