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Examples: Remove FPS workaround in webxr_vr_video. #19907
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Um, it seems there is an issue with Oculus Browser (version 10.2.0.6.111....). |
Just for the record: Firefox Reality does not yet support |
/ping @cabanier |
Oh, it seems the same is true for Chrome on Android. I've tested with a Pixel 1 and Daydream and the behavior is the same. |
/ping @toji |
I logged a bug on this last week: https://bugs.chromium.org/p/chromium/issues/detail?id=1107578 I agree that this feature would be great for WebXR because it allows you to only pick up the video frames that changed. |
Done! 😊 |
Any chance to create a workaround so we can use VideoTexture in webxr-projects? Maybe add a flag EDIT: reading https://crbug.com/1107578 this should be fixed in chromium soon, so maybe not worth it.. |
https://bugs.chromium.org/p/chromium/issues/detail?id=1107578 was submitted. |
I'll mark the PR as "Ready for Review" when Chrome 87 lands in production and Oculus Browser uses a respective Chromium build. |
Tested the updated example today on a Quest with latest Oculus Browser (based on Chromium 87.0.4280.66) and it works fine now. Changing the PR status to |
Thanks! |
Fixed #19880.
Fixed #13379.
Thanks to
requestVideoFrameCallback()
, the workaround from #13470 should not be necessary anymore.This might affect the example in Firefox Reality however Chromium based browsers (like Oculus Browser) should already support it. Testing...
https://raw.githack.com/Mugen87/three.js/95d79137f9e281c54ba637359c8e132ca8c011ca/examples/webxr_vr_video.html