VR Headsets & WebVR Browsers
Virtual reality (VR) is a technology that uses head-mounted headsets with displays to generate the realistic images, sounds, and other sensations to put users into an immersive virtual environment. VR allows us to create unbounded worlds that people can walk around and interact with using their hands, to feel as if they were transported to another place.
There are several consumer VR headsets with different features on the market. Important distinguishing features include whether they:
- Have positional tracking (six degrees of freedom (6DoF)) or Only have rotational tracking (three degrees of freedom (3DoF)).
- Have controllers or not, and whether those controllers have 6DoF or 3DoF. Generally, the number of degrees of freedom of the controllers matches that of the headset.
- Are powered by a PC or by a mobile device or standalone.
Rotational tracking allows people to look around or rotate objects. All headsets provide rotational tracking.
Positional tracking allows people to move around, get closer to objects, reach forward. As the VR industry evolves, the minimum viable experience will trend towards having positionally-tracked headsets with positionally-tracked controllers. Positional tracking is important to give people presence, to make them feel they are in a real environment. With rotational-only tracking, people are constrained to looking around and wiggling the controller.
|Headset||Platform||Positional Tracking||Controllers||Controller Positional Tracking|
|Windows Mixed Reality||PC|
A-Frame uses the WebVR API to gain access to VR headset sensor data (position, orientation) to transform the camera and to render content directly to VR headsets. Note that WebVR, which provides data, should not be confused nor conflated with WebGL, which provides graphics and rendering.
This guide is from the official A-Frame docs.
A-Frame aims for highly immersive and interactive VR content with native-like performance. For this, A-Frame believes the minimum viable bar will trend towards positionally-tracking headsets with positionally-tracked controllers. This is the paradigm in which A-Frame wants to innovate as well as discover new grounds that are specific to the VR Web (e.g., link traversal, decentralization, identity). Contrast this type of content against flat and static 360° content and menus.
At the same time, A-Frame wants everyone to be able to get involved with VR content creation. A-Frame supports all major headsets with their controllers. Fortunately with the large community and contributors, A-Frame is able to both look far towards the future as well as satisfy the needs of today’s VR landscape.