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WebVR Roller Coaster

yaderioyaderio Posts: 4
NerveGear


I've created a WebVR virtual reality roller coaster demo for Oculus. It also should be compatible with the HTC VIVE,  Samsung Gear VR, Google Daydream, and Google Cardboard. 

I don't have an Oculus headset to test with, so any feedback on how it runs on your headset would be appreciated.

Project can be found at: https://vrrollercoaster.app

Comments

  • ZenbaneZenbane Posts: 15,026 Valuable Player

    Hi there!

    I just tried this on my Oculus GO, which has had some of the best WebVR experiences to-date. I've been dabbling in WebVR and A-Frame since 2016, and GO is a godsend for ease-of-use.

    Anyway, your roller coaster App seems like it is off to a great start. However, it was very 'choppy' throughout the ride. Looking around doesn't work too well since there is a lot of screen 'jitter' and 'breakage.'

    Not sure how to remedy that though. I've experienced this before with WebVR apps built in Unity. Is that what you're using?
    Are you a fan of the Myst games? Check out my Mod at http://www.mystrock.com/
    Catch me on Twitter: twitter.com/zenbane
  • yaderioyaderio Posts: 4
    NerveGear
    Hi Zenbane,
    Thanks for the feedback! I am happy to hear that it works on the Oculus GO. I apologize for it being choppy, would you say that it looks like the issue could be a low frame rate? 
    And yes indeed, I used Unity3D to build it with Mozilla's new WebVR asset on the asset store.
  • ZenbaneZenbane Posts: 15,026 Valuable Player
    I wouldn't imagine that it is a frame rate issue, because I've had the same problem with other Unity based WebVR experiences. And those were fairly static; such as one experience where you're standing in a desert near an animated fire.

    There's just something about Unity's WebVR implementation that causes a lot of choppiness.
    Are you a fan of the Myst games? Check out my Mod at http://www.mystrock.com/
    Catch me on Twitter: twitter.com/zenbane
  • Rob_In_PhoenixRob_In_Phoenix Posts: 344
    Trinity
    I tried this as well.  For the most part it worked well.  A little bit of choppiness but not bad.  Most sections ran smooth for me.  It did take me a two tries to get it started though.

    Thanks for posting the link.
  • yaderioyaderio Posts: 4
    NerveGear
    I tried this as well.  For the most part it worked well.  A little bit of choppiness but not bad.  Most sections ran smooth for me.  It did take me a two tries to get it started though.

    Thanks for posting the link.
    Thanks for trying it! Have a great day!
  • Remmer_GRemmer_G Posts: 39
    Brain Burst
    I tried it on my Rift in Firefox, and fired up the HUD using OTT to see the framerates. Mine were usually <45, occasionally in places jumping higher but also dropping down to 0.

    Changing the Firefox performance option to use the maximum available processes:



    Improved the result immensely, providing a much smoother experience and generally higher framerate, usually not <45. Also tried it with ASW off, which may have had a small effect.

    I don't have the best VR performance machine, so others probably will have even more positive results.

  • yaderioyaderio Posts: 4
    NerveGear
    Remmer_G said:
    I tried it on my Rift in Firefox, and fired up the HUD using OTT to see the framerates. Mine were usually <45, occasionally in places jumping higher but also dropping down to 0.

    Changing the Firefox performance option to use the maximum available processes:



    Improved the result immensely, providing a much smoother experience and generally higher framerate, usually not <45. Also tried it with ASW off, which may have had a small effect.

    I don't have the best VR performance machine, so others probably will have even more positive results.

    Thank you for posting this tip to improve frame rates for WebVR, the default Setting in Firefox is only set to 4!
  • VR_GamesVR_Games Posts: 3
    NerveGear
    edited July 2018
    Very cool! WebVR is great because you don't have to download anything!
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