The other big dark horse in all of these invisible walled garden, app ecosystem, platform wars is #WebXR & @mozillareality. Every successful open standard standard has a proprietary competitor, so app store battles won't go away. But many strengths of XR come from the open web.
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So I'd love to see
@EpicGames invest more in helping to cultivate the open web. Apple is MIA here as they'll want to own the XR platform. Google has the most open web strategy as everyone uses Chromium (Microsoft, FB, Samsung, etc).@mozillareality is the only indie player here.3 replies 2 retweets 25 likesShow this thread -
Epic has been supporting HTML5 exporting and Web Assembly for years. They also support pixel streaming over the web from AWS, in addition to every other target OS and platform.
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Great points. I suppose I'm very XR focused, and so I haven't heard much about any efforts for how they're supporting the larger WebXR initiatives and if it's even technologically possible to export WebGL or A-Frame code from a UE4 blueprint to be viewed in VR via WebXR.
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I mean... Have you seen an Unreal project versus an A-Frame project? There is a night and day difference in terms of fidelity and capability. You can't just export a game or an app into A-Frame. If you cut down on latency pixel streaming isn't a bad option.
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Replying to @AndreElijah @kentbye and
We've worked with
@EpicGames for years, especially@kripken and Jukka Jylänki, though mainly on non-VR web games, which now look amazing! We haven't really started looking at#WebXR export from UE yet.1 reply 2 retweets 3 likes -
Replying to @larsberg_ @AndreElijah and
oh, interesting, before i left i tried to get people to care more about UE and other native/top-tier exports for WebXR, sounds from the "yet" that maybe things have changed, or will?
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Replying to @kripken @AndreElijah and
The team (especially
@whoyee and@cvanw) spent a lot of time on@unity3d support - https://assetstore.unity.com/packages/templates/systems/webvr-assets-109152 … . Ultimately, it was hard to get perf to an acceptable level on today's standalone VR headsets, but we continue to watch both the Tiny Unity work and UE WebGL export work1 reply 1 retweet 5 likes -
Replying to @larsberg_ @kripken and
If I saw a path we could jump on that would enable creators to deliver WebVR/WebXR content, I'd jump on it immediately! TBH, Spectre/Meltdown arch. changes and the need for more WebGL extensions and WebGPU to get closer to metal speed are bigger limiters than good export & libs
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Replying to @larsberg_ @AndreElijah and
no simple path, but content-for-content, the ported UE/Unity renderers are going to be far faster than web-only options. that's why i still think focusing on them would make sense
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(Also porting individual pieces of browser tech such as Pathfinder to Unity/Unreal/etc. for use in VR would be interesting…) ;)
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