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by flohofwoe
3386 days ago
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Theoretically that may be true, but in reality there are a lot of little detail problems which cannot simply be hand-waved away. For instance, WebGL behaves very differently compared to a native 3D API, mainly because there's a much longer pipeline for each call from JS to the driver. Manually written JS has garbage collection spikes, input and audio have much higher latency. I think WebVR provides shortcuts for some of those problems, and mobile/web VR content needs to be designed with those limitations in mind, I just want to point out that the browser platform is full of technical limitations and compromises compared to 'bare metal' platforms which at most can be softened a bit, but will never completely disappear, no matter how much code is thrown at the problems. |
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