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jeromebg

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1

Sunday, May 3rd 2020, 12:59pm

IQ on Oculus Go with WebXR

Hi, now that Oculus Go has updated it's browser only WebXR is available.
Maybe I'm doing something wrong, but now image quality is horrible compared to WebVR display ?
Even with oversampling="3" it's still blurry...
Will there be a fix or can it already be fixed with some new code ?
THX

2

Sunday, May 3rd 2020, 7:57pm

Hi,

I haven't tested the latest Oculus Browser version on the Oculus Go yet (will do soon), so my information might be not correct, but the last time I've tested WebXR in the Oculus Browser the max. custom resolution was hard-limited (depending on the actual system) and there was no way to increase it about that limit.

The problem was also mentioned here:
https://krpano.com/examples/webxr/

'Fixing' that would be only possible by the Chrome and Oculus Browser developers.

Best regards,
Klaus

jeromebg

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3

Sunday, May 3rd 2020, 9:29pm

Ok, thanx Klaus, hope they'll fix that as it's a huge step back compared to Webvr...

4

Sunday, May 3rd 2020, 9:37pm

Quoted

hope they'll fix
So far I understand that limit is intended and used to avoid potential performance problems... (even when it would work fine with higher resolutions).

5

Monday, May 4th 2020, 12:23pm

I have noticed the same Jerome. Will be watching with anticipation for future updates that will hopefully come from Chrome and Oculus Browser developers.

Scott Witte

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6

Friday, May 8th 2020, 1:34am

According to the release notes on Oculus Browser 9.0:

Quoted

. Removed WebVR support. Some immersive experiences may no longer work until sites update to the latest WebXR standard.

Is KRPano using "the latest WebXR standard" or is WebXR just not up to snuff? It is still only version 0.40, after all. Or is it, as you suggest, Oculus purposefully dumbing down display rendering? (I couldn't find a reference.)

7

Saturday, May 9th 2020, 8:59am

Is KRPano using "the latest WebXR standard"

Yes, but the specs are just one side, the real browser implemention is the other one. There are also some parts, especially runtime behavior, where the exact behavior is not exactly defined and browsers are acting differently. And before each release krpano is typically tested with the current available browser versions.


Quoted

or is WebXR just not up to snuff? It is still only version 0.40, after all. Or is it, as you suggest, Oculus purposefully dumbing down display rendering? (I couldn't find a reference.)
What means 'not up to snuff'?

If you're interested you can follow the WebXR API development here:
https://github.com/immersive-web/webxr

Here a quote from the specs about the rendering resolution:
https://immersive-web.github.io/webxr/#n…ffer-resolution

Quoted

Note: The user agent is free to use and method of its choosing to estimate the recommended WebGL framebuffer resolution.

and here more to read about the framebuffer scaling:
https://github.com/immersive-web/webxr/issues/349
https://github.com/immersive-web/webxr/issues/348

Best regards,
Klaus

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Saturday, May 9th 2020, 4:15pm

Quoted

What means 'not up to snuff'?

Well, as a bit of semi-entertaining knowledge:

Quoted

up to snuff
1. informal
meeting the required standard.
"they need a million dollars to get their facilities up to snuff"

'Up to snuff' originated in the early 19th century. ... This clearly shows the derivation to be from 'snuff', the powdered tobacco that had become fashionable to inhale in the late 17th century. The phrase derives from the stimulating effect of taking snuff.

Scott Witte

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9

Saturday, May 9th 2020, 4:45pm

Hi Klaus,

So, ouch. Skimming the WebXR documentation and forums really takes me deeper than I want to go. I appreciate that you seem to be staying on top of it, though.

Near as I can decipher WebXR should be able to deliver as good of resolution as WebVR, it is just a matter of what the app, the browser, in this case, asks for. So maybe it is as simple as they are using an incorrect variable..... or maybe something much more complex. But they should be able to deliver better visual quality if they wanted.

jeromebg

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10

Tuesday, May 26th 2020, 5:08pm

Just updated with krpano 1.20.7 and image quality is still pretty ugly in WebXR ...
Is it because I don't have dedicated cube files for VR or it's just that webXR sucks for now ?

here is my tile sizes :

Source code

1
<image type="CUBE" multires="true" tilesize="512">			<level tiledimagewidth="5120" tiledimageheight="5120">				<cube url="panos/buren1.tiles/%s/l4/%0v/l4_%s_%0v_%0h.jpg" />			</level>			<level tiledimagewidth="2560" tiledimageheight="2560">				<cube url="panos/buren1.tiles/%s/l3/%0v/l3_%s_%0v_%0h.jpg" />			</level>			<level tiledimagewidth="1280" tiledimageheight="1280">				<cube url="panos/buren1.tiles/%s/l2/%0v/l2_%s_%0v_%0h.jpg" />			</level>			<level tiledimagewidth="640" tiledimageheight="640">				<cube url="panos/buren1.tiles/%s/l1/%0v/l1_%s_%0v_%0h.jpg" />			</level>		</image>



and here is a comparaison between WebXR in Oculus Browser and WebVR in Firefox Reality

11

Tuesday, May 26th 2020, 10:27pm

For me the resolution is fine now...

Are you sure you're actually using version 1.20.7?
Try clearing your browser cache.

And where do you test?
Oculus Go, Oculus Quest or GearVR?
And what Oculus Browser version?

jeromebg

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12

Wednesday, May 27th 2020, 10:01am

Ok my bad, it was a cache issue...
Quality is ok now, thx Klaus !