Closed sjpt closed 6 years ago
I have noticed that with webgl2 I am getting much smoother performance when using asynchronous reprojection; which made things really jittery with older webgl. (same code and same ChromeVR/steam versions). So it may be that it cannot easily share the frame buffers at 90 fps for the Vive and 60fps for the canvas; and this is why the presentation to the Vive breaks the presentation on the canvas?
Closing all bugs in this issue tracker.
This repo was created to track issues in the experimental builds WebVR Chromium builds, which are now deprecated. Chrome Canary for Windows now has much more secure (and hopefully more performant) support for WebVR behind a flag, and Android has had WebVR support as an Origin Trial and behind a flag for a while now.
If this is a performance or correctness bug and you suspect it's still happening, please test against the latest Canary build of Chrome to verify and then file a bug at https://crbug.com. If this is an issue with the API, please review the latest WebXR explainer to see if it's been resolved and file a bug there if not.
Thanks for your interest in VR on the web! We've got an exciting year ahead of us! --Brandon
I've just been experimenting with webgl2 ... so far just to get my original code working, no new code to exploit the extra features yet. Environment: ChromeVR, Vive, three.js.
All went smoothly with small changes needed because of the promotion of ANGLE_instanced_arrays
However, with webgl2 I find that when I use the vrDisplay.submitFrame(); call the frame is correctly displayed on the Vive, but no longer displayed on the canvas (as it is with the same code under webgl1). If I Comment out my call to submitFrame() the image appears on the canvas, but (as expected) not on the Vive.
I'm sure I can easily work around this, but am interested to know if it is an intentional change or a bug?