@TimSweeneyEpic @Tojiro @oculus Maybe chrome-webvr needs to get itself into the oculus store?
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@rikarends@Tojiro@oculus "Microsoft, Google, Mozilla Required to Submit Web Browsers to Facebook for Approval in Well-Thought-Out Plan" - 4 more replies
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@TimSweeneyEpic@oculus How is VR in a high-latency environment supposed to work anyway? -
@CounterPillow@oculus WebVR uses client-side JavaScript and WebGL, so there's no ping-based latency. E.g. see UE4 and Unity web deployment. - 5 more replies
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@TimSweeneyEpic@oculus >try to use webvr >it pops up and tells you how to enable sources in the options >do it >never an issue again -
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@TimSweeneyEpic You click a little switch that says "I know that I could possibly throwup from using untested software / applications" -
"Warning: Reading this book may expose you to ideas our corporation has not approved."
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@TimSweeneyEpic I get you, but you need to explain the implications of that "just a checkmark" to people more and why it matters. -
@D2KX_ Most users never change defaults. They see the world through the lens the platform provides, as with Android. - 1 more reply
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