Caniuse: WebVR: can we start tracking the state of support now?

Created on 17 Nov 2015  ·  20Comments  ·  Source: Fyrd/caniuse

It may be early, but they've been working on it for a few years and we're soon to get consumer releases of VR headsets

https://developer.mozilla.org/en-US/docs/Web/API/WebVR_API
http://blog.tojicode.com/2014/07/bringing-vr-to-chrome.html
http://mozvr.com/

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The WebVR 1.0 spec is out, and here it is!

https://w3c.github.io/webvr/

Right now, no browser supports it, except in experimental Chromium and Nightly builds. However, there is a very complete polyfill at https://github.com/borismus/webvr-polyfill

However, it is important to note that the current webvr-polyfill is supporting the OLD API - there is a WebVR 1.0 branch, but it is not the main branch yet. Make sure you grab the 1.0 version for experiments. Also, make sure you have the correct Firefox Nightly build supporting 1.0 - older FF is still supporting the old API. (VRDevice instead of VRDisplay).

The feature test could be _really_ simple:

navigator.getVRDisplays().then(function (displays) {
  if (!displays.length) {
    // WebVR is supported, no VRDisplays are found.
    return;
  }

This page describes feature-detecting and using WebVR 1.0. Promise support required, since .getVRScreens returns a Promise.

https://hacks.mozilla.org/2016/03/introducing-the-webvr-1-0-api-proposal/

The Slack channel where you can find all the usual suspects developing and using WebVR is:
https://webvr.slack.com

Finally, there is a lot of work using the a-frame JS library, which creates VRML like static markup in HTML to create simple VR scenes.

http://aframe.io

All 20 comments

Indeed it would be great, it's precisely now that it's not yet widely adopted that it would be the most useful!

:+1:

:+1:

+1

Until it does get accepted (despite the 1.0 specs from major player, namely Google and Mozilla) there is https://iswebvrready.org

👍

:+1:

The WebVR 1.0 spec is out, and here it is!

https://w3c.github.io/webvr/

Right now, no browser supports it, except in experimental Chromium and Nightly builds. However, there is a very complete polyfill at https://github.com/borismus/webvr-polyfill

However, it is important to note that the current webvr-polyfill is supporting the OLD API - there is a WebVR 1.0 branch, but it is not the main branch yet. Make sure you grab the 1.0 version for experiments. Also, make sure you have the correct Firefox Nightly build supporting 1.0 - older FF is still supporting the old API. (VRDevice instead of VRDisplay).

The feature test could be _really_ simple:

navigator.getVRDisplays().then(function (displays) {
  if (!displays.length) {
    // WebVR is supported, no VRDisplays are found.
    return;
  }

This page describes feature-detecting and using WebVR 1.0. Promise support required, since .getVRScreens returns a Promise.

https://hacks.mozilla.org/2016/03/introducing-the-webvr-1-0-api-proposal/

The Slack channel where you can find all the usual suspects developing and using WebVR is:
https://webvr.slack.com

Finally, there is a lot of work using the a-frame JS library, which creates VRML like static markup in HTML to create simple VR scenes.

http://aframe.io

+1

Since this earlier post, webvr-polyfill supports both the WebVR 1.0 spec and the older, Mozilla-specific versions.

Here's a caniuse style test suite for the webvr 1.0 spec.

webvr-caniuse-tests.zip

More sub-tests can be added as it solidifies. For now, the tests all work with webvr-polyfill and should work with Chromium experimental, which supports WebVR.

REFERENCES:

WebVR 1.0 Spec
https://w3c.github.io/webvr/

Slack Channel
http://webvr.slack.com

Chromium builds:

https://webvr.info/get-chrome/

More information on Firefox and Samsung Gear VR
https://iswebvrready.org/faq.html

This site details related APIs (e.g. gamepad)
https://iswebvrready.org/

Tests based on:
https://w3c.github.io/webvr/

👍

Yes! Awesome!

FYI, the chromium issue has been assigned the M55 milestone: https://bugs.chromium.org/p/chromium/issues/detail?id=389343#c53

btw, @pindiespace, the link in your comment above, to https://github.com/borismus/webvr-polyfill, somehow points to https://github.com/Fyrd/caniuse/issues/url instead. Please take a look.

Corrected and checked all polyfill links, are there any others? The polyfill and many examples use THREE.js. I should also note that BabylonJS supports WebVR, but it puts it inside special-purpose cameras (WebVRFreeCamera). Finally, there is markup-based WebVR at A-Frame.io

👍

Now available at http://caniuse.com/#feat=webvr

Great! Note that Google Chrome Canary is supporting, if you turn on with chrome://flags. Support from Chrome, Firefox, Edge, and mobile Chrome and FF in the next month or so.

Samsung Internet browser is now supporting (they had it in beta from Spring 2016).

Also, Oculus Carmel will be a dedicated WebVR web browser - developer previews from Oculus.

The laggard - Safari - horrible, and tends to break even with WebVR-Polyfill https://github.com/googlevr/webvr-polyfill

Plenty of updates on the Slack channel - http://webvr.slack.com

Plenty of updates on the Slack channel - http://webvr.slack.com

That page says: "If you have an @mozilla.com, @google.com or @vizor.io email address, you can create an account." -- is this meant to be a channel for internal discussion only?

No, you have to go to the Heroku signup:

http://webvr-slack.herokuapp.com/

On Sun, Feb 12, 2017 at 6:27 PM, Waldir Pimenta notifications@github.com
wrote:

Plenty of updates on the Slack channel - http://webvr.slack.com

That page says: "If you have an @mozilla.com, @google.com or @vizor.io
email address, you can create an account." -- is this meant to be a channel
for internal discussion only?


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=================
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Sustainable Ux in VR
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