" If viewed on a VR-compatible device, the user will be placed inside a sphere of these profile photos with the ability to change the classification of each member using a gaze-controlled cursor to click on them. "
It does support HMDs for browsers that have implemented the WebVR spec. That's Firefox Nightly and experimental Chrome builds so far. Without that it makes a best effort at WebVR emulation.
With a Cardboard viewer, A-Frame demos feel pretty consistent with native Cardboard demos to me (tried iOS + Android). But obviously I'd rather try this out with an HMD, and haven't been able to yet. Hoping to pre-order one tomorrow. :)
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[ 3.2 ms ] story [ 31.7 ms ] threadhttps://www.reddit.com/r/WebVR/comments/3zmclh/webvr_enabled...
FTA:
" If viewed on a VR-compatible device, the user will be placed inside a sphere of these profile photos with the ability to change the classification of each member using a gaze-controlled cursor to click on them. "
>60 fps has been done. But, it is not reliable yet.
With a Cardboard viewer, A-Frame demos feel pretty consistent with native Cardboard demos to me (tried iOS + Android). But obviously I'd rather try this out with an HMD, and haven't been able to yet. Hoping to pre-order one tomorrow. :)
By "running well" I mean within the limitations of the framerate browsers can currently produce, which is definitely not 90 or 120 fps.
The best performance I've had with WebVR has been a very stable 75 fps in Firefox using this configuration: https://mail.mozilla.org/pipermail/web-vr-discuss/2015-Novem...