Contact emails
baj...@chromium.org, samd...@chromium.org, mlam...@chromium.org, alco...@chromium.org
Explainer
https://github.com/immersive-web/webxr/blob/master/explainer.md
Spec
https://immersive-web.github.io/webxr
We are shipping VR Capabilities of the WebXR Device API spec.
TAG review: https://github.com/w3ctag/design-reviews/issues/403
All current feedback has been addressed in the spec, as well as in Chromium.
Summary
We are shipping the core WebXR Device API, which is essentially at parity with WebVR (VR capabilities only). There will be no AR capabilities at this time. We shipped VR capabilities of WebXR as an origin trial in M76-77, extended the experimentation through M78, and collected feedback on updates to the core API, as well as the addition of Gamepad capabilities. The API we intend to ship will contain the same capabilities as the origin trial.
Link to “Intent to Implement” blink-dev discussion
https://groups.google.com/a/chromium.org/d/topic/blink-dev/XMLgC_SR0dw/discussion
Note: The “Revised WebVR API” (aka WebVR 2.0) referenced in that thread was renamed WebXR Device API several months later.
Link to Origin Trial feedback summary
A summary of origin trial usage and developer feedback can be found here.
Is this feature supported on all six Blink platforms (Windows, Mac, Linux, Chrome OS, Android, and Android WebView)?
Yes, the API and inline sessions (including “viewer” sessions, i.e. those without sensor data) will be available on all platforms with the exception of WebViews (because of UI components). Support for head-mounted displays and thus true VR depends on platform support. Currently, Chrome supports Android and Windows. Poses for some inline sessions also depend on access to sensors, and support is currently limited to Android.
Demo link
Samples can be found here: https://immersive-web.github.io/webxr-samples/
Risks
Interoperability and Compatibility
Describe the degree of interoperability and compatibility risk. For a new feature, the main risk is that it fails to become an interoperable part of the web platform if other browsers do not implement it. For a removal, please review our principles of web compatibility.
Edge: In development (via Chromium)
Firefox: In development
Safari: No signals
Web developers: Positive signals
Ergonomics
The Gamepad API is available for developers who wish to leverage more advanced controller inputs (track pads, triggers, various buttons).
WebGL is necessary to use with WebXR, as it represents the graphics backend necessary for creating VR experiences.
Activation
A polyfill is available that offers support for Android and iOS, as well as wraps WebVR support for devices that expose the deprecated API (including Oculus Go, Quest, etc). Three.js also supports WebXR; other popular 3D rendering libraries for the web are planning on following suit.
Is this feature fully tested by web-platform-tests? Link to test suite results from wpt.fyi.
Web platform tests: https://wpt.fyi/results/webxr?label=master&label=experimental
We have co-developed a WPT API with Mozilla: https://immersive-web.github.io/webxr-test-api/
Entry on the feature dashboard:
https://www.chromestatus.com/feature/5680169905815552
Contact emails
baj...@chromium.org, samd...@chromium.org, mlam...@chromium.org, alco...@chromium.org
Explainer
https://github.com/immersive-web/webxr/blob/master/explainer.md
Spec
https://immersive-web.github.io/webxr
We are shipping VR Capabilities of the WebXR Device API spec.
TAG review: https://github.com/w3ctag/design-reviews/issues/403
All current feedback has been addressed in the spec, as well as in Chromium.
Summary
We are shipping the core WebXR Device API, which is essentially at parity with WebVR (VR capabilities only). There will be no AR capabilities at this time. We shipped VR capabilities of WebXR as an origin trial in M76-77, extended the experimentation through M78, and collected feedback on updates to the core API, as well as the addition of Gamepad capabilities. The API we intend to ship will contain the same capabilities as the origin trial.
Link to “Intent to Implement” blink-dev discussion
https://groups.google.com/a/chromium.org/d/topic/blink-dev/XMLgC_SR0dw/discussion
Note: The “Revised WebVR API” (aka WebVR 2.0) referenced in that thread was renamed WebXR Device API several months later.
Link to Origin Trial feedback summary
A summary of origin trial usage and developer feedback can be found here.
Is this feature supported on all six Blink platforms (Windows, Mac, Linux, Chrome OS, Android, and Android WebView)?
Yes, the API and inline sessions (including “viewer” sessions, i.e. those without sensor data) will be available on all platforms with the exception of WebViews (because of UI components). Support for head-mounted displays and thus true VR depends on platform support. Currently, Chrome supports Android and Windows. Poses for some inline sessions also depend on access to sensors, and support is currently limited to Android.
Demo link
Samples can be found here: https://immersive-web.github.io/webxr-samples/
Risks
Interoperability and Compatibility
Describe the degree of interoperability and compatibility risk. For a new feature, the main risk is that it fails to become an interoperable part of the web platform if other browsers do not implement it. For a removal, please review our principles of web compatibility.
Edge: In development (via Chromium)
Firefox: In development
Safari: No signals
Web developers: Positive signals
Ergonomics
The Gamepad API is available for developers who wish to leverage more advanced controller inputs (track pads, triggers, various buttons).
WebGL is necessary to use with WebXR, as it represents the graphics backend necessary for creating VR experiences.
Activation
A polyfill is available that offers support for Android and iOS, as well as wraps WebVR support for devices that expose the deprecated API (including Oculus Go, Quest, etc). Three.js also supports WebXR; other popular 3D rendering libraries for the web are planning on following suit.
Is this feature fully tested by web-platform-tests? Link to test suite results from wpt.fyi.
Web platform tests: https://wpt.fyi/results/webxr?label=master&label=experimental
We have co-developed a WPT API with Mozilla: https://immersive-web.github.io/webxr-test-api/
Entry on the feature dashboard:
https://www.chromestatus.com/feature/5680169905815552
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Can you render that document public?
What's your sense regarding the API's stability and likelihood of breaking changes?
On Thu, Oct 3, 2019 at 11:47 AM Yoav Weiss <yo...@yoav.ws> wrote:Can you render that document public?Sam tells me that the doc that contains origin trial feedback includes specific usage metrics that should not be shared publicly. Google employees having issues accessing the doc internally should let us know.
What's your sense regarding the API's stability and likelihood of breaking changes?
This has been a major focus for us, and we're feeling confident that the API that we intend to ship here will be stable. In fact we "rebooted" the API at one point with the primary purpose of ensuring better forward compatibility. We've made sure to take into account API feedback from developers, various platform ergonomics advisors, and the W3C TAG. We involved most major VR platform owners in the API's creation, validated that it can be implemented against all major native APIs (including OpenXR, which should cover an increasing number of devices and OSes as time goes on) and ensured that in cases where we believe that there's a chance that the native ecosystem may change course we are well positioned to accommodate it in a non-breaking way. Additionally we've done multiple experiments to ensure that the API can be extended to accommodate new hardware functionality as it becomes available/popular, such as environmental tracking with Augmented Reality, and established a spec modules system within our group to allow for more agile development of said features.No API can be guaranteed to be fully future proof, of course, but I'm personally quite proud of the work our group has done to ensure the best possible compatibility with such a rapidly evolving area of tech.
Can a censored version of the origin trial feedback be made public if it's just some specifics you need to keep Google internal?
/Daniel
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