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WebVR Polyfill

A JavaScript implementation of the WebVR spec. This project lets you use WebVR today, without requiring a special browser build. It also lets you view the same content without requiring a virtual reality viewer.

Take a look at basic WebVR samples that use this polyfill.

Implementation

The polyfill decides which VRDisplays to provide, depending on the configuration of your browser. Mobile devices provide the CardboardVRDisplay. Desktop devices use the MouseKeyboardVRDisplay.

CardboardVRDisplay uses DeviceMotionEvents to implement a complementary filter which does sensor fusion and pose prediction to provide orientation tracking. It can also render in stereo mode, and includes mesh-based lens distortion. This display also includes user interface elements in VR mode to make the VR experience more intuitive, including:

  • A gear icon to select your VR viewer.
  • A back button to exit VR mode.
  • An interstitial which only appears in portrait orientation, requesting you switch into landscape orientation (if orientation lock is not available).

MouseKeyboardVRDisplay uses mouse events to allow you to do the equivalent of mouselook. It also uses keyboard arrows keys to look around the scene with the keyboard.

Configuration

The polyfill can be configured and debugged with various options. The following are supported:

WebVRConfig = {

  // Forces availability of VR mode, even for non-mobile devices.
  FORCE_ENABLE_VR: true, // Default: false.

  // Complementary filter coefficient. 0 for accelerometer, 1 for gyro.
  K_FILTER: 0.98, // Default: 0.98.

  // How far into the future to predict during fast motion.
  PREDICTION_TIME_S: 0.050, // Default: 0.050s.

  // Flag to disable touch panner. In case you have your own touch controls
  TOUCH_PANNER_DISABLED: true, // Default: false.

  // Enable yaw panning only, disabling roll and pitch. This can be useful
  // for panoramas with nothing interesting above or below.
  YAW_ONLY: true, // Default: false.

  // To disable keyboard and mouse controls, if you want to use your own
  // implementation.
  MOUSE_KEYBOARD_CONTROLS_DISABLED: true, // Default: false.

  // Prevent the polyfill from initializing immediately. Requiures the app
  // to call InitializeWebVRPolyfill() before it can be used.
  DEFER_INITIALIZATION: true, // Default: false.

  // Enable the deprecated version of the API (navigator.getVRDevices)
  ENABLE_DEPRECATED_API: true, // Default: false.

  // Scales the recommended buffer size reported by WebVR, which can improve
  // performance.
  BUFFER_SCALE: 0.5, // Default: 1.0.

  // Allow VRDisplay.submitFrame to change gl bindings, which is more
  // efficient if the application code will re-bind it's resources on the
  // next frame anyway. This has been seen to cause rendering glitches with
  // THREE.js.
  // Dirty bindings include: gl.FRAMEBUFFER_BINDING, gl.CURRENT_PROGRAM,
  // gl.ARRAY_BUFFER_BINDING, gl.ELEMENT_ARRAY_BUFFER_BINDING,
  // and gl.TEXTURE_BINDING_2D for texture unit 0
  DIRTY_SUBMIT_FRAME_BINDINGS: true // Default: false.
}

A note on performance

Performance is critical for VR. If you find your application is too sluggish, consider tweaking some of the above parameters. In particular, reducing BUFFER_SCALE to 0.5 (from its default 1.0) will likely help a lot.

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Use WebVR today, without requiring a special browser build.

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