What makes WebVR the best distribution channel?


  • what is WebVR
  • debunking myths
  • how it works
  • benefits today
  • what's yet to come
  • references

  • what is WebVR?
  • debunking myths
  • how it works
  • benefits today
  • what's yet to come
  • references

  • what is WebVR?
  • debunking myths
  • how it works
  • benefits today
  • what's yet to come
  • references

WebVR works only on Cardboard

WebVR doesn't work on iOS

WebVR is cheap/cheaper

WebVR doesn't work offline

WebVR works only on low fidelity content

WebVR only handles simple geometric primitives

WebVR doesn't interest large companies

WebVR doesn't have a large community

But you want the best quality...

  • Really? How many of you use this?

No... the vast majority of us use

because it's just so convenient!

  • what is WebVR?
  • debunking myths
  • how it works
  • benefits today
  • what's yet to come
  • references

In one cycle

And more cycles...

Unfortunately nobody does it right the first time

With its heavy cost on time and resources

From DOM to VR

Constraints

The tech stack

Where do you want to go to build something?

Browser support

Getting the largest user base driven by demand, exploration but also vertical integration

  • what is WebVR?
  • debunking myths
  • how it works
  • benefits today
  • what's yet to come
  • references

Remembering the pain points

Distribution channels

"Sweet, you just officially submitted your app! Unfortunately, the Oculus Store review process takes between 3 to 4 weeks (!!) and their feedback when they reject an app is usually fairly meagre."

cf a tutorial on publishing to the Oculus Store.

Benefits, a summary

  • multi platforms
    • including progressive/responsive
  • specific usages including
    • networked
    • metaverse
  • no apps to install
  • no store to publish to
    • without their costs, segmentation, technical difficulties, rules
  • no walled gardens
  • permissionless innovation

  • what is WebVR?
  • debunking myths
  • how it works
  • benefits today
  • what's yet to come
  • references

Depends also on the industry overall

More in-WebVR collaborative workflow

Motion capture

Q&A

  • webVR-specific browsers, specs, actors, link traversal, etc
  • but also in general 360, 3D, VR, positional tracking, eye tracking, room-scale, controllers, in-VR authoring, etc.

Don't be shy, do ask.

Demos + code!

It's a workshop after all so you will make your very first WebVR content and share it between one another!

https://LearnWebVR.xyz

(Coding optional)

Going further