Philosophically aligned! But Metachromium is just #WebXR. There's no fancy gadget API.
(btw @joeludwig is awesome and I'm sure we'll continue to cross-pollinate these projects)
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Why?
You should be able to control what you see. You should be able to pull out a Game Boy, a phone, an avatar, wherever you are.
That's impossible in every XR system today. Metachromium lets you run any WebXR content anywhere.
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(Aside: Metachromium WebXR works on Steam. Chromium WebXR still doesn't, it's cray!)
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Really, why
Because the community and I needed it to exist for our app ideas. We're releasing it now because We can't bear the thought of Facebook Connect tomorry.
And because better folks than I kicked my ass to make sure Metachromium gets out. They deserve it.
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Where's it going?
The #DarkBooth QR code ARG we ran in #VKet4 was a taste of the new breed of art that happens when we augment virtual reality.
- Meshing + tracking is great, do _not_ need to please it
- Very cool to see the virtual world clipped by real!
- World-aware content is the killer feature, the tech nailed it
- World mesh persists
- Great suspend/resume 1/
- Lumin runtime + Lumin SDK immersive was a great technical direction
- Controller tracking is surprisingly good 6DOF, in or out of view
- Hands tracking is fast
- Opacity is a total NON-issue, not even top 10
- At one point I thought my wall had a hole in it
2/
- Surround audio is surprisingly great, no headphones needed
- FOV is a little annoying at first, but you don't notice after a while
- Clip planes are too close
- No pixels, feels higher res than Vive despite FOV
- You can see a bit of prisming, but aesthetic feels right
3/