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jsantell avatar jsantell commented on June 14, 2024

Three has support for WebVR via renderer.vr.enabled = true, check out the demos for that.

Separately, the webvr polyfill can be included to provide the WebVR API if the platform does not exist

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iambumblehead avatar iambumblehead commented on June 14, 2024

@jsantell I found that, in my Samsung 8 chrome browser, it is necessary to visit chrome://flags/ to enable support for vr mode there and so I will probably continue using webvr-polyfill.

Do you know, is there is a way to use webvr-polyfill and three.js without VRControls and VREffect scripts, or are those scripts required for webvr-polyfill to be used with three.js?

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iambumblehead avatar iambumblehead commented on June 14, 2024

@jsantell is Web VR commonly supported in phone browsers? Would you still recommend using native Web VR, even though it is not supported in the current Samsung 8 chrome browser?

What are your thoughts and recommendations?

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jsantell avatar jsantell commented on June 14, 2024

@jsantell I found that, in my Samsung 8 chrome browser, it is necessary to visit chrome://flags/ to enable support for vr mode there and so I will probably continue using webvr-polyfill.

Do you know, is there is a way to use webvr-polyfill and three.js without VRControls and VREffect scripts, or are those scripts required for webvr-polyfill to be used with three.js?

VRControls and VREffect are no longer necessary #340 (comment)

@jsantell is Web VR commonly supported in phone browsers? Would you still recommend using native Web VR, even though it is not supported in the current Samsung 8 chrome browser?

What are your thoughts and recommendations?

Here's the most accurate support matrix I'm aware of: https://caniuse.com/#search=webvr. The polyfill is still necessary to support a majority of users (most notably at the moment, Chrome, which is supporting the in-flux WebXR API)

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iambumblehead avatar iambumblehead commented on June 14, 2024

@jsantell thank you

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