RT @Flat2VR
DrBeef is currently working on porting Jedi Knight Jedi Outcast & Jedi Academy to the Quest 2 with full 6DOF VR & motion controls!

TeamBeef is responsible for MILLIONS of downloads & has been influential in helping to grow VR.

Support their work! bit.ly/3LLIBHP

RT @TheOnion
New Desktop Folder Created For Sad Little Creative Project bit.ly/3eTc9qJ

RT @js13kGames
Check out Deathkeeper - entry by @Sorskoot for the @js13kGames 2022 competition! js13kgames.com/entries/deathke

I don't really have a grand point here, I just think the whole situation is kind of silly and that Mozilla should never have laid off their XR team to begin with. They've done little to inspire confidence that things will ever change and I just felt like ranting a bit.

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Even promising continuations of past work done by community members, like with github.com/mrxz/webxr-linux, can only go so far, as you'd still have to convince someone with Level 3 commit access to land your patches for you, and right now there's no guarantee they'd say yes.

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Firefox was the only browser that seemed interested in getting WebVR/WebXR working on both Windows AND Linux. Chrome/Chromium is tied to D3D11 and WebKit has no Windows presence (I've tried doing a WinCairo build with WebXR enabled in the past, couldn't get it to work sadly).

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New bugs from as recently as last month are closed as WONTFIX with no further comment, which is honestly just kinda frustrating to see. WebVR was conceived AT Mozilla for crying out loud bugzilla.mozilla.org/show_bug.

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Even groups like Igalia, who now manage Wolvic (formerly Firefox Reality) have to use their own fork of Gecko, especially when their attempts to contribute/resolve changes upstream are just getting closed as WONTFIX bugzilla.mozilla.org/show_bug.

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Even if my C++ skills and understanding of Gecko's internals were better it'd probably STILL be an uphill battle to land a working WebXR implementation, considering they've stated publicly they have no plans for it whatsoever.

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Just before that, only about 3 people were doing most of the work on it, all of whom were let go during the 2020 layoff and are now employed elsewhere. I tried myself to pick up some of the issues, but anyone who's done browser dev can imagine how daunting that ended up being.

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Why should I be forced to use another company's browser to get the full functionality out of a *Mozilla* product? I can't be the only one that thinks that's a bit ridiculous, right? And I haven't even mentioned how work on the WebXR implementation basically stopped 2 years ago.

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"This is extremely detramental [sic] to building an accessible VR platform since explaining to attendees how to enable the DOM element manually is difficult."

I agree. You can argue that mobile VR comes first now but there's still lots of Vives, Rifts, and Indexes out there.

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literally a bug report from someone trying to enter VR in Hubs on Firefox and failing because dom.vr.enabled is false by default now bugzilla.mozilla.org/show_bug.

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absolutely boggles my mind that @mozilla continues to support Mozilla Hubs and yet one of the major features (WebXR support) doesn't even work in their own browser by default anymore (rant incoming)

RT @marcel_wiessler
Needle Engine is in OPEN BETA NOW 😱

@unity → @threejs

visit needle.tools to get started

🌵 @NeedleTools @hybridherbst

RT @_limbofeather
When the @zestymarket data feeds start picking up new VR hardware in testing before it launches.

h/t @msub2official

RT @DominicPajak
Try an immersive VR BBC Micro!

1) Put on Meta Quest 2 headset
2) Open webxr-dev.s3.amazonaws.com/ind in VR browser
4) Enable Hand Tracking on headset
5) Press Enter VR in the browser  

Very Alpha / might flicker / melt

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Wider Web

Wider Web is a Mastodon instance for people who Trevor Flowers knows and are of the open web and/or XR persuasion.