O Xov, 03-08-2017 ás 08:44 -0700, Alexis Menard escribiu:Hi,
On Aug 3, 2017, at 7:52 AM, Dean Jackson <dino@apple.com> wrote:
On 2 Aug 2017, at 19:55, Sergio Villar Senin <svillar@igalia.com>
wrote:
Our main interest is to eventually have some implementation
working on
WebKitGtk and/or WPE on Linux but obviously there is a lot of
cross-
platform work that needs to be done as well. Our initial idea
would be
to use the OpenVR API as Valve released a Linux version of their
SDK
some months ago. Looks like a safe bet as other vendors like
Firefox or
Chromium already include it in their trees as third party.
I agree with the idea to assume use of the OpenVR SDK at the
moment. It
is the only major VR SDK that is available for macOS, Linux and
Windows.
So maybe our platform API should be very similar to the OpenVR API?
I haven't looked at other SDKs like Oculus, but hopefully it isn't
too
different.
You should also keep an eye on OpenXR which is being discussed in
Khronos. These seems like the future standard API for applications to
hook into to support VR (independently of the underlaying VR
runtime). More info there : https://www.khronos.org/openxr
Right I'm aware of that effort. The thing is that using OpenXR does notimply that you can get rid of native SDKs anyway. From conversations Ihad with some other people involved in WebVR efforts it looks like themain SDKs (like Oculus or Vive's) will be used anyway if available andthat OpenXR would be more like a fallback for the hundreds of devicesthat will hit the market soon.
That’s correct that native VR runtimes will still be a requirements but they are going to be under the OpenXR application layer (read Oculus and Steam will most likely make their runtime OpenXR compliant). The benefits of OpenXR for WebKit (or any engine) is that you’ll have a unique backend to talk to a VR runtime (whatever the user has installed).
Please note that OpenXR is two folds, an application interface/API for applications (say in this case WebKit) to talk to a VR runtime and render stuff (as well as getting information from the device) and a Device Layer used by HMDs manufacturers (or hundred devices as you say) so that VR runtimes can talk to any OpenXR compliant devices. This will help for example SteamVR or Oculus Runtime to be compatible with the gazillions of devices flooding the market at some point provided the later are compliant with OpenXR.
But OpenXR is 2018 material so indeed OpenVR is probably a good bet for immediate support. Please note that SteamVR allows you to use Oculus Rift HMD not just HTC Vive so in theory (but I haven’t tried it with OpenVR) you shouldn’t need a dedicated backend for Oculus.
BR