Web exports to standalone VR web browsers?

  • gsucci , I'm afraid this shouldn't work properly, especially since you could not navigate around at all with the Quest controllers. ;) Dedicated Oculus Quest support is on our agenda, so I'll add an upvote to that topic through your voice!


    Still, there are currently ways to stream Enscape to a Oculus Quest (and you can use the controllers). We cannot guarantee that it will work flawlessly, but if you're generally interested in that, check out the following thread here which discusses a few of these solutions.

  • Any plan supporting VIve Focus & Focus Pro? maybe through webVR API? just maybe

    No plans yet. It may very well be possible that we'll support a future standalone device or devices eventually - once they've become more powerful as well. Larger projects would just slow the current standalone VR headsets down too much to provide a smooth experience, which is why you may want to look into a streaming solution as well in the meantime. :)

  • We tried the web standalone on our quest the other day and i think that we ran out of memory because it never fully loaded. I think the headset only has 4GB anyways.

    Yeah, that probably makes sense. The Focus and Quest are just the beginning though. Let's see what the future holds in terms of performance/accessibility when it comes to the next versions of these. These standalone devices will only become more and more accessible and powerful, eventually making it possible it to develop dedicated Enscape standalone versions for them in some form. :)

  • I did some further testing yesterday with the Quest and found that it actually gives applications 2.75 GB of RAM to work with.


    With your rendering software needing some of that for normal processes (UI, Navigation controls, etc.) we are then left with roughly 1.6 GB for model geometry and textures. The1.6 GB figure is true with IrisVR but this number can be increased toward 2.75 GB if they optimized their runtime memory requirements. This works fine with "small" models and can actually provide a good untethered experience, however any of your models that take more memory than that to run will crash the application.


    One way to maybe work around this would be to cloud render the image going to the headset, which is subject to latency. (Which is very bad for VR) Or to maybe look at something like limited draw distance, where the whole file is stored on the device, but only the portions nearest to the user are loaded into memory.


    Like Demian said, I think the Focus and Quest are great first steps but they still have their limitations.

  • The memory is not the problem, the limited performance is.

    Exactly, the GPU is capable of much less on a mobile unit, the rendering was extremely foveated on on of the applications I tried (meaning the outer edges of the display rendered very pixielated)

    I know the Enscape uses a relatively small amount of memory for runtime processes, ~86MB on the .exe but to get the same thing to work as an .apk may take more, regardless if the product rendered out this hardware does not match up with Enscape's quality standards then it wouldn't make sense for them to develop for it at this time.