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Uniting the real world with the virtual

Jacob Rossi
November 14, 2018

Uniting the real world with the virtual

Today’s VR headsets are powerful, untethered, lighter, and more immersive, and yet it’s still early days for the technology. Choosing to target VR users can be a big bet, but what if the same immersive content could run on your phone that does in VR? In this talk, Jacob explores what Oculus is learning about the web in VR, how to reach more users by uniting 2D and VR, and advances coming down the pipe to WebXR that will take those experiences to the next level.

Jacob Rossi

November 14, 2018
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Transcript

  1. @jacobrossi BROWSER GUY • Hired by Microsoft because I hated

    IE • Paid by Microsoft to take IE to pasture • Standards conciliator • Input geek • Turned VR geek @ Oculus
  2. Oculus Browser WHAT IS IT? • Chromium • Optimized for

    Oculus Hardware • Advancing WebXR + WebGL • Enhanced VR Media Experience
  3. Designing for VR • Usually there's fast wifi • Browsers

    are fairly modern • Your 2D content will work just great The Good News
  4. Designing for VR • Design for mobile grade performance •

    Text input is sometimes cumbersome • Low frame rates can cause user discomfort • Avoid white backgrounds Things to consider
  5. Designing for VR • Design large, easy-to-hit targets • High

    contrast is helpful (but avoid white backgrounds) • Design it for your parents! Accessibility
  6. Basic Game Loop with Judder CPU GPU Compositor (Distortion) Head

    Pose Head Pose Head Pose Head Pose Missed/Redrawn Frame
  7. Game Loop with Asynchronous Timewarp CPU GPU Head Pose Head

    Pose Head Pose Head Pose Head Orientation Head Orientation Head Orientation Head Orientation Compositor 
 (TimeWarp/Distortion) Missed/Redrawn Frame 
 updated with new head pose
  8. VR graphics layers with a geometry + texture GPU samples

    the layer independently as it does async timewarp Result: crisp edges, reduced judder, hi-fi and low-strain
  9. Now and Later - WebXR • Leveraging "2D" for scale

    and building a bridge to AR/VR • Freeing your experience with 6DOF, but not forgetting 3DOF • Optimize for clarity/performance with Timewarp & Multi-View & FFV Magic glasses are coming, and the web will be at the forefront of it.