Launch HN: Supermedium (YC W18) – A full VR browser for web-based VR content
Back in 2012, I was researching for headsets that I could watch movies on. I thought it would be cool to have a giant TV anywhere at home or on the go. Soon I became a lurker in the MTBS3D.com forums. I followed the first conversations between Palmer Luckey and John Carmack experimenting with VR hardware [1]. I was one of the 50 members that sent money to Palmer Luckey’s personal PayPal account to get a DIY prototype kit of the early Oculus Rift [2]. I got to try an early version of the Rift and an early 3D-printed prototype of what would become the HTC Vive. It felt the future was approaching quickly and I did not want miss out on the next technological revolution. I was on a quest to find a way to combine my knowledge of the Web with my newly discovered passion in VR.
Kevin and I were teammates on the original Mozilla VR team that kicked off the WebVR initiative. Together we created and grew A-Frame, an open source framework to help Web developers build VR content in the browser. Two years later, we continue to volunteer our time to maintain A-Frame alongside its community.
We are kids from the Web; we formed as programmers using browsers as our playground. We loved learning from others using the built-in developer tools and sharing our experiments with just a link. But we witnessed first-hand how slowly the Web reacted to the rise of smartphones and app store ecosystems. The Web became an afterthought.
We know it is still the early days for VR. VR hardware is expensive, clunky, and software feels undercooked. But we believe that in the future, headsets (whether VR or AR) will replace traditional displays, transforming the way we interact with computers. We want the Web to be a first-class citizen on VR and on immersive platforms going forward. We founded Supermedium to try to help establish the Web as a valuable foundation for the next big shifts in personal computing. We want to bring the best ingredients of the Web to VR. And it starts with a browser.
Looking forward to hearing feedback!
Diego and Kevin
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[1] https://www.mtbs3d.com/phpBB/viewtopic.php?f=120&t=14777&sid...
[2] https://www.mtbs3d.com/phpbb/viewtopic.php?f=140&t=14777&p=7...
70 comments
[ 1.9 ms ] story [ 127 ms ] threadI find it very useable and easy to get good results quickly. Thanks for all the great work and polish.
One of the things WebVR needs the most is an easy launch from SteamVR Home... is that on your roadmap?
It's people like you who bring the future forwards - you're bringing VR to where a massive amount of developers and users already are, and that's amazing.
It seems like the Dev community is focused on using unity and unreal engine for their be experiences. How do you plan on addressing that ?
I think the Web has many merits that make more sense for developers over using native game engines. People will reach for the Web when they want more distribution, when their app doesn't make sense on the game stores, need to publish instantly, update live, etc. And lot of content works better as a webpage that loads quickly versus a 1GB install (imagine an online VR store for Nike, or a teacher's quick VR render of an MRI).
For instance, we know people that have had their game rejected from the stores and are now looking at the Web. So the Web will always have its place.
Performance, while there are a few fixable issues with latency on the browser side, can be great on WebVR. WebGL has shown it can do quality 3D experiences as it's a wrapper on OpenGL.
The WebVR community itself though is pretty large. We maintain https://aframe.io (a WebVR framework) which has thousands of people in the Slack channels, and plenty of help on Stack Overflow. I also think the Web is a more accessible route to get into VR since it's just HTML/JS in a file.
I think I should have just had an aframe that was in the background that was not shown to the user instead .
The idea was to show search results for objects that could be 3D printed.
I think using I-Frames would have been best, or something like https://threejs.org/examples/#webgl_multiple_elements which uses one renderer but masks to make it seem like multiple scenes.
https://www.supermedium.com/blog/webvr-guidelines
> Add any form of audio. ... anything is better than complete silence.
Early on a lot of the VR tech demos for the Oculus DK1 and DK2 had no sound and it was almost maddening. I can't remember the name, but one of my favorite things to show people new to VR is little more than a music video. Starts out dark, this weird blocky figure appears, a blocky sun rises, then huge giants appear, all set to this electronic, pulsating song. First came out with the DK1 or DK2 and now works on the Vive as well.
Edit: Found it. It's called Surge:
http://store.steampowered.com/app/477130/Surge/
Anyways. It's a simple thing, but quite compelling because of the sound, so make sure to keep audio in mind when crafting VR experiences.
Sure! I'm just Kevin. Diego Marcos is just Diego. Diego Goberna goes by "feiss".
My current interest in VR is trying to collaborate with remote teammates. But in order to justify buying VR HMDs for everyone, I need something that I know we will use.
VR, despite the hype and push, is still very early stages. The headsets that can provide quality experience are difficult to set up and clunky. We haven't replaced Skype with meeting up in VR...yet. But we'll see prices drop and ergonomics improve quickly to make it viable.
Also - what about support for custom/homebrew HMDs (or legacy systems - like, what if I wanted to break out my Forte VFX-1 with my Polhemus tracker and VPL Dataglove and use them)?
Down the line, yeah. We just launched so we're still iterating and linking to more WebVR content to improve the experience on Windows where most of the users are today. Then hopefully, towards the other OSes.
I think if those can somehow support OpenVR, maybe :) At the moment, focused on Vive/Rift/Windows MR. Perhaps we nail that and then we can time travel back to 1995.
> Can I view normal 2D webpages in Supermedium?
> Currently not, we are focusing on providing a fully immersive and interactive VR experience.
Where is the "HTMLTexture" support (the hacks for it are janky and not viable in my experience)?
I think WebVR will not take off if it doesn't have a clean way to experience the web's existing 2d elements, not to mention even VR needs a way to do 2d layout.
Any thoughts? I know Chrome guys were experimenting a few months back and there was some talk of it being in WebXR...
At the moment, we're not focused on the 2D Web in VR. We want to bring the best of the Web to VR, providing more content to VR users and allowing VR developers to easily publish. Looking more towards visually appealing and fully interactive content.
Layout in VR is feasible or perhaps even better without HTML/CSS, as is done in many of today's real-time experiences. We'll probably need to tweak the thinking around and create more tools for layout specifically for VR.
-I don't know how the FF reader mode is coded-
Edit-- https://github.com/mozilla/readability
I don't believe github themselves will make a native client any time soon, and we shouldn't expect any other websites either.
Thus HTMLTexture seems critical.
Edited to fix typos.
https://www.w3.org/MarkUp/VRML/
https://aframe.io/
- webVR multitasking (>1 tab rendering to display a time)
- tab content sharing
- obtaining textures from html elements to project into VR
so I can watch twitch in WebVR while browsing Reddit in VR. So far I have a sketchy fork of Firefox that somewhat works but I'd love for something more stable to recommend to people. What I want is described in more detail here: https://docs.google.com/document/d/1JzxKqir57c4RnpHhpH8nED8C...
Let me know if you have any thoughts. Thanks.
I don't think in the short term we will work on virtual desktop / browser like features, but some people have played with them in WebVR (https://jonathanzwhite.github.io/screenvr/). Focusing on true immersive content at the moment.
Maybe something like Oculus Dash would fulfill those needs?
- Desktop support (I have a Vive and I think you mentioned its only available for gearVR right now)
- Multitasking, all the images on your twitter seem to only have one site at once
- Fallback to 2D site (If Im in a webVR version of reddit and I click an unknown url I need to be able to multitask on that site even if it doesn't have 3D support)
Since I have yet to find a vendor heading towards support for these things, currently Im using a fork of firefox where I just hacked out a bunch of security settings. Right now it lets me load iframes and pull content from them into webVR but it was just a quick way to get it working as I'd prefer if each separate tab could draw to its own layer and then be composed with other tabs (Im hoping this is part of WebXR standard but it sounds like it wont be there for a long time).
If you have anything else to share with me or if you have any additional questions for me, Id be happy to answer. I would LOVE to get a browser I could target so I can stop worrying about building my own browser and focus on my web apps.
Thanks!
And on a related note, is there any use for a DK1? Mine's just sat there since the first week it arrived. Do people buy them second hand? Do any interesting games/apps support them?