🍿 Metachromium is out on Steam 👉 store.steampowered.com/app/685110/Met…

No more keys, site updated!

[release rant thread]
What is Metachromium?!

It's a fork of the Chromium browser (Chrome). Except it runs #WebXR content in a #SteamVR layer.

Literally any #WebXR, except it doesn't take over the scene. Content is composited (blended) together between the base reality and WebXR.

How does it compare to #AardvarkXR?

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)


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.

(Aside: Metachromium WebXR works on Steam. Chromium WebXR still doesn't, it's cray!)

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.

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.

#Metachromium is often used with #Exokit Avatars to capture #WebXR #VRM in worlds that don't support them.

And, the upcming AR-in-VR apps folks are posting are blowing my mind -- proud to say I had no part in making them.

That's the power of #WebXR!

For my part in the #Webaverse, I'm working on probably the biggest WebXR app ever created. Download more ram.

If you like Minecraft, Fortnite, Rec Room, virtual worlds, and especially #WebXR, you'll probably want to follow.

But for now -- if you're into #WebXR, enjoy Metachromium.

Special thanks to @jaredmonkey and @TheRealKoolala for the #W3C effort to make sure Metachromium gets the nest it needs to exist.


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More from @webmixedreality

10 Aug 18
#MagicLeap One hardcore engineer review-preview

- 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
- 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
- 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
Read 5 tweets

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