Uniting the real world with the virtual
summary
Claims concrete enough to act on: two-thirds of Oculus Go MAUs use Oculus Browser and spend significant time in web VR; a React 360 workflow lets teams ship 360 museum tours and run the same experience on phones; 3D Photos use dual‑camera depth maps to produce GLB meshes that play in WebVR/WebXR; compositor features like time‑warp layers, multi‑view and fixed foveated rendering yield real clarity and up to ~50% CPU savings when applicable.
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chapters (8)
- 0:00Start
- 2:21The web is at the forefront of nearly every new device type
- 12:19How's it work?
- 16:06Discovering content in VR
- 16:42Jumping right in DEEP LINKING TO VR
- 29:22Dev Tools
- 31:52Game Loop with Asynchronous Timewarp
- 34:13Before & After: Timewarp Layers
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