The realities of doing VR on the Web
summary
Shows Samsung Internet on Gear VR and Chrome with WebVR APIs that render a canvas side‑by‑side for each eye and extend the video tag for 360/3D. Uses WebRTC for audio and data channels for peer‑to‑peer avatars, and a PlayCanvas demo that boots on a throttled mobile link in about one second. Explains caching and progressive asset loading with service workers and upcoming cross‑origin service workers / foreign fetch, and notes mobile (Cardboard/Gear VR) reach far outstrips desktop headsets.
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chapters (4)
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