Since Firefox 55, WebVR has been standard available to all Windows users with an HTC Vive (well-suited VR-Headset to view 3D configurators in VR) or Oculus Rift headset. WebVR transforms Virtual Reality (VR) into a premium web experience and offers the endless possibilities of openness and interoperability of the web platform. Once these APIs are coupled with WebGL to render 3D graphics, you turn the browser into a platform to publish VR content and instantly use it from any suitable VR device.
Content developers can use frameworks like A-Frame or React VR to use WebVR and start developing VR.
While the first version of WebVR was announced in the Firefox Nightly Edition, Mozilla co-organized a workshop and an incredible cross-vendor and collaborative collaboration on the WebVR specification. This means that WebVR will work on all major devices in the foreseeable future.
Mozilla Firefox | Google Chrome | Microsoft Edge | Oculus Browser | Samsung Browser | Safari iOS | |
---|---|---|---|---|---|---|
HTC Vive | Developer Edition | Chromium Experimental Build | – | – | – | – |
Oculus Rift | Developer Edition | Chromium Experimental Build | – | – | – | – |
Windows Mixed Reality | – | – | Windows 10 with Creators Update and Developer Mode enabled | – | – | – |
Samsung Gear VR | – | – | – | Supported | Supported | – |
Google Daydream | – | Chrome für Android | – | – | – | – |
Cardboard | – | Chrome für Android | – | – | – | via polyfill |
What`s next?
In the coming months, all browser vendors will work to support Mozilla`s WebVR compliance testing. This collaboration will help ensure that contributions work across platforms and extend the reach of content.
For detailed instructions on all browsers, take a closer look at WebVR Rocks.
Whether it`s adding 360° video content to an existing website, walking through a museum, exploring a temple in Bangladesh, or grooving in a visual dance hall. It`s fantastic to see what`s already possible. Visit Mozilla`s A-Frame school.