Recently, Mozilla, the nonprofit organization behind Firefox, released an open source web browser: Firefox Reality. It is a WebVR browser developed specifically for VR and AR head-ups.
In fact, in addition to Firefox, Google Chrome, Microsoft Edge and other browser have already launched browsers that support WebVR. Why all of them decide to develop it?
"A key advantage of WebVR is that it has the ability to reach multiple users across websites, mobiles, and VR platforms. "Oculus WebVR product manager Andrew Mo said," When we think about how to create meaningful social interactions for users in VR, WebVR allows users in VR to connect with users outside VR.
We all know that although many VR games have versions of other platforms, VR players and non-VR players are basically unable to play together, which is also an important reason for the scarcity of VR game players.
WebVR can make the content that no longer tied to the platform and hardware. At the same time, browsers such as Google Chrome and Firefox have accumulated a very large number of users. This lays a solid user base for the WebVR browser market.
In addition, WebVR benefits from the rapid development of WebGL technology. It uses the GPU to perform calculations and game engine technology to optimize chip-level APIs, improving graphics rendering and computing capabilities, greatly reducing the threshold for developers to enter the VR field. Developers no longer need to develop different versions of the experience due to different devices, increasing the workload. At the same time, WebVR can also better integrate with cloud computing technologies, complement the computing capabilities of VR terminals, and enhance interactive experience.
Besides, compare to application store which needs to be downloaded before experience, we can directly view it through WebVR, which is more convenient for users.
Therefore, it's worth mentioning that like the hot H5 games in recent years, similar VR games may appear in the future: Just open a web page and put on your headset to experience it.
Since WebVR has such a huge advantage, what are the products based on WebVR technology? If we subdivide, we can divide the current WebVR browser into "WebVR specification" browser and "WebVR exclusive" browser. Firefox Reality released by Mozilla today belongs to the former. In early February of this year, three former Mozilla members brought us a WebVR product: Supermedium.
When you enter Supermedium, it only take you a few minutes to download the content, and can be opened in seconds. Of course, this is almost impossible to achieve in some VR games.
Moreover, there is also another cool WebVR browser called JanusVR, which was launched on the Steam platform last year. This native browser is based on its own language JML. Its developers believe that HTML is not suitable for building a 3D world and hopes to go beyond the limitations of HTML.
JanusVR chief engineer James Baicoianu said: "By publishing WebVR services that can run on any browser, we can reach more users because JanusWeb can be used on PCs, laptops, mobile phones, tablets, Running on TV, it also supports every mainstream VR headset."
Yet, in many people's imagination, the WebVR browser experience should be like a science fiction movie. You can use both hands to grab and switch what you want to experience. You can also throw away useless content like a “rubbing paper”. However, the experience of the current WebVR browser is far less attractive. Most of them just browse the 2D plane view in the virtual 3D space. In general, there is not much difference from traditional 2D websites, and immersion is much worse than many VR games.
In addition, WebVR greatly reduces the threshold for developers to enter the VR domain, although it can promote a large amount of content influx, but on the other hand it may also lead to a decline in the quality of VR content. At the same time, the current content based on WebVR is still mainly light, which is also not conducive to maintaining the user's viscosity.
It is not realistic that the current WebVR will become the mainstream. In order to have greater development, WebVR also needs more playable, more aggressive content. From this perspective, the full commercial use of 5G in the future will be a good opportunity.
In fact, in addition to Firefox, Google Chrome, Microsoft Edge and other browser have already launched browsers that support WebVR. Why all of them decide to develop it?
"A key advantage of WebVR is that it has the ability to reach multiple users across websites, mobiles, and VR platforms. "Oculus WebVR product manager Andrew Mo said," When we think about how to create meaningful social interactions for users in VR, WebVR allows users in VR to connect with users outside VR.
We all know that although many VR games have versions of other platforms, VR players and non-VR players are basically unable to play together, which is also an important reason for the scarcity of VR game players.
WebVR can make the content that no longer tied to the platform and hardware. At the same time, browsers such as Google Chrome and Firefox have accumulated a very large number of users. This lays a solid user base for the WebVR browser market.
In addition, WebVR benefits from the rapid development of WebGL technology. It uses the GPU to perform calculations and game engine technology to optimize chip-level APIs, improving graphics rendering and computing capabilities, greatly reducing the threshold for developers to enter the VR field. Developers no longer need to develop different versions of the experience due to different devices, increasing the workload. At the same time, WebVR can also better integrate with cloud computing technologies, complement the computing capabilities of VR terminals, and enhance interactive experience.
Besides, compare to application store which needs to be downloaded before experience, we can directly view it through WebVR, which is more convenient for users.
Therefore, it's worth mentioning that like the hot H5 games in recent years, similar VR games may appear in the future: Just open a web page and put on your headset to experience it.
Since WebVR has such a huge advantage, what are the products based on WebVR technology? If we subdivide, we can divide the current WebVR browser into "WebVR specification" browser and "WebVR exclusive" browser. Firefox Reality released by Mozilla today belongs to the former. In early February of this year, three former Mozilla members brought us a WebVR product: Supermedium.
When you enter Supermedium, it only take you a few minutes to download the content, and can be opened in seconds. Of course, this is almost impossible to achieve in some VR games.
Moreover, there is also another cool WebVR browser called JanusVR, which was launched on the Steam platform last year. This native browser is based on its own language JML. Its developers believe that HTML is not suitable for building a 3D world and hopes to go beyond the limitations of HTML.
JanusVR chief engineer James Baicoianu said: "By publishing WebVR services that can run on any browser, we can reach more users because JanusWeb can be used on PCs, laptops, mobile phones, tablets, Running on TV, it also supports every mainstream VR headset."
Yet, in many people's imagination, the WebVR browser experience should be like a science fiction movie. You can use both hands to grab and switch what you want to experience. You can also throw away useless content like a “rubbing paper”. However, the experience of the current WebVR browser is far less attractive. Most of them just browse the 2D plane view in the virtual 3D space. In general, there is not much difference from traditional 2D websites, and immersion is much worse than many VR games.
In addition, WebVR greatly reduces the threshold for developers to enter the VR domain, although it can promote a large amount of content influx, but on the other hand it may also lead to a decline in the quality of VR content. At the same time, the current content based on WebVR is still mainly light, which is also not conducive to maintaining the user's viscosity.
It is not realistic that the current WebVR will become the mainstream. In order to have greater development, WebVR also needs more playable, more aggressive content. From this perspective, the full commercial use of 5G in the future will be a good opportunity.
Source: VRPinea
http://mp.weixin.qq.com/s/JvjniBqJMSZdP61mplesbw






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