@@vir2plus Performance is device and OS dependent of course, but from my experience it runs smooth on Quest 3. It can be a little rough on Quest 1&2 as well as Vive XR Elite, though not as bad as you’re describing. Out of curiosity, is your Focus 3 fully updated on everything (OS, browser, etc…)? Also what does your wireless network bandwidth look like? WebXR tends to do better with higher bandwidth wifi.
@@calebcram I meant WebXR in the Vive Browser, using the Snapdragon XR2's Adreno 650 gpu, not streaming from my PC. It's fully updated, but i kind of regret buying the unit since it cost $1700, and is basically too uncomfortable to use, due to the effect of 2 images going out of sync when ever things move in webxr experiences. I'm somewhat versed in optimising webgl/three.js, and I did everything i could to keep the frame rate high, but it seems to be inconsistent, and having that weird double vision problem during motion (in my and other people's apps, even with very few objects, unless the resolution is scaled down.. (which works in the WebXR samples, but when i tried to manipulate the XRLayer and change the resolution it didn't seem to change.. going to try that again.. i'm probably doing something wrong)
thanks for sharing! how easy is it to add WebXR to a 3D graph made using D3 library?
what's the frame rate like for webxr in mixed reality mode?
on my Focus 3, it's horrible and flashes between the last 2 frames constantly
@@vir2plus Performance is device and OS dependent of course, but from my experience it runs smooth on Quest 3.
It can be a little rough on Quest 1&2 as well as Vive XR Elite, though not as bad as you’re describing.
Out of curiosity, is your Focus 3 fully updated on everything (OS, browser, etc…)? Also what does your wireless network bandwidth look like? WebXR tends to do better with higher bandwidth wifi.
@@calebcram I meant WebXR in the Vive Browser, using the Snapdragon XR2's Adreno 650 gpu, not streaming from my PC.
It's fully updated, but i kind of regret buying the unit since it cost $1700, and is basically too uncomfortable to use, due to the effect of 2 images going out of sync when ever things move in webxr experiences.
I'm somewhat versed in optimising webgl/three.js, and I did everything i could to keep the frame rate high, but it seems to be inconsistent, and having that weird double vision problem during motion (in my and other people's apps, even with very few objects, unless the resolution is scaled down.. (which works in the WebXR samples, but when i tried to manipulate the XRLayer and change the resolution it didn't seem to change.. going to try that again.. i'm probably doing something wrong)