[webvr] What excites you about WebVR?
tparisi at gmail.com
Thu Sep 29 02:36:08 UTC 2016
I think most games will be built in an engine like Unity, and packaged, and
sold through an app store. That model works well for mobile, I don't see
why it wouldn't work for VR. It's a great alignment among the tools,
required skills, business model, and consumer behavior.
For everything else pretty much, it's going to be WebVR within a few years.
On Thu, Sep 8, 2016 at 7:48 AM, Jonas Jongejan <jongejan at google.com> wrote:
> Thanks everybody for all these great thoughts!
> Do you think WebVR will be dominated by games, or will games stick more to
> engines like Unity, and WebVR will be more for other types of experiences
> (educational, utility, artistic, documentaries, visualization etc)?
> On Wed, Sep 7, 2016 at 6:06 PM Sean McBeth <sean.mcbeth at gmail.com> wrote:
>> I've done a lot of thinking on this, because we are a WebVR shop at
>> NotionTheory and clients and investors only seem to understand Unity. I
>> think part of the problem is Unity has that big splash screen before every
>> experience, but the Web is a substrate that works best when you don't even
>> notice it's there.
>> We sat down and really asked ourselves, are we shooting ourselves in the
>> foot putting so much faith in WebVR? Or is there something innately good
>> about the Web and a Web-first approach?
>> And we came to the conclusion that WebVR will be great for the same
>> reason we worked in Web-first mobile apps for so many years. The Web is
>> just fundamentally great. It's:
>> - Democratic - anyone may publish to the web. Even someone who
>> doesn't own their own computer can go to their local library and get
>> started. Everyone's ideas can be heard. New ideas get generated much
>> faster, and they get tested by their merits. This also ensures that bad
>> actors get replaced very quickly.
>> - Open - anyone can click view-source and see how something is made.
>> Modern browsers provide more powerful inspection tools that can be used to
>> completely tear apart and rebuild entire sites. This lets users consume the
>> Web on their own terms. Good, new ideas spread very quickly.
>> - Social - We all see the same web, and we can communicate what we
>> see through it.
>> - Connected - The URL is the ultimate unit of sharing. Linking lets
>> us discover new, related things. Linking helps us riff on ideas faster.
>> Linking helps us think in simpler terms. Linking lets us communicate
>> faster, by ensuring common, shared knowledge is guaranteed.
>> - Distributed - There are so many publicly published data sources
>> from which to pick and choose, and they don't have to all be in the same
>> place. Linking lets us pull in ideas from everywhere.
>> - Composable - a natural result of being Distributed, Social and
>> - Cross-platform - it's on more devices that people actually care
>> about, with mostly the same APIs, than Java ever managed to achieve. People
>> expect the Web to just work without having to worry about what device they
>> are using.
>> - Ephemeral - as Michael pointed out, you don't download a runtime,
>> then an application, then install, then grant permissions to Web apps. It's
>> possible to make web apps that are much smaller than their native
>> equivalent, making it easy to try an app out before really committing to it.
>> - Responsive by default - Often times, the best content is simple,
>> semantic HTML with very light styling. User agents are pretty good about
>> rescaling simple documents to match the user's device. The situation will
>> be different in WebVR, we will want to respond to the user's capabilities
>> more than their device's size and shape.
>> - Discoverable - Things on the Web aren't hidden away under a
>> proprietary, walled-garden-app-store's broken search feature or
>> proprietary, binary data formats. Anyone can implement a search over the
>> Web, and several have. Proper, semantic design allows user agents to also
>> understand documents better, to help users with accessibility issues (or
>> even just really busy people needing a summary).
>> Unity and Unreal and Lumberyard and all of those things will always be
>> able to provide a unified, extremely productive content creation
>> experience. They make it really easy to go from zero to "works on my
>> machine". But that's just one very small part to the whole ecosystem. They
>> will always have to work harder than the Web on the aspects of
>> Responsiveness and Cross-Platform-Compatibility, will not be able to
>> compete on Discoverability, Connectedness, Distributedness, Socialness, and
>> Ephemeralness, and are actively hostile to Democracy and Openness.
>> The Open Web always wins because it's too fast, too cheap, and
>> (eventually) too good for the proprietary alternatives.
>> On Wed, Sep 7, 2016 at 5:22 PM, Tony Parisi <tparisi at gmail.com> wrote:
>>> What Michael said:
>>> - no user friction
>>> - hyperlinking
>>> - Lower developer friction. 1) yes, Unity and other game engines are
>>> very productive tools. But they're also mostly for game devs, which means a
>>> fairly steep learning curve. 2) the process of packaging and deploying for
>>> app stores, and maintaining apps, is burdensome. - vs. web publishing
>>> On Wed, Sep 7, 2016 at 2:15 PM, Michael Chang <flux.blackcat at gmail.com>
>>>> You get content a LOT faster as websites. Each Steam game experience
>>>> requires buying, downloading, and some kind of init process.
>>>> A website you visit, pop on the HMD, and you're in. Not only that,
>>>> linking from one WebVR experience to another WebVR experience is
>>>> *really *exciting. That's so close to how the metaverse should be
>>>> On Wed, Sep 7, 2016 at 2:10 PM, Jonas Jongejan <jongejan at google.com>
>>>>> Hey everyone,
>>>>> I'm interested in hearing from different people in this community that
>>>>> currently are interested in WebVR what excites you about this specific
>>>>> technology, and how you are using it or wish to use it once it gets more
>>>>> implemented? Im trying to get a better feeling of how this technology will
>>>>> get used once in the future, especially how it will get used compared to
>>>>> native vr apps.
>>>>> Jonas Jongejan | Creative Technologist | jongejan at google.com | +45
>>>>> 4119 7619
>>>>> web-vr-discuss mailing list
>>>>> web-vr-discuss at mozilla.org
>>>> web-vr-discuss mailing list
>>>> web-vr-discuss at mozilla.org
>>> Tony Parisi tparisi at gmail.com
>>> Follow me on Twitter! http://twitter.com/auradeluxe
>>> Read my blog at http://www.tonyparisi.com/
>>> Learn WebGL http://learningwebgl.com/
>>> Mobile 415.902.8002
>>> Skype auradeluxe
>>> Read my books!
>>> *Learning Virtual Reality*
>>> *Programming 3D Applications in HTML5 and
>>> Up and Running*
>>> web-vr-discuss mailing list
>>> web-vr-discuss at mozilla.org
>> *Sean T. McBeth*
>> Lead VR Engineer
> Jonas Jongejan | Creative Technologist | jongejan at google.com | +45 4119
Tony Parisi tparisi at gmail.com
Follow me on Twitter! http://twitter.com/auradeluxe
Read my blog at http://www.tonyparisi.com/
Learn WebGL http://learningwebgl.com/
Read my books!
*Learning Virtual Reality*
*Programming 3D Applications in HTML5 and
Up and Running*
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