And What it Could Mean for the Future of Virtual Reality and Augmented Reality
First things first: what is “XR”? It’s a somewhat abstract term that is meant to call to mind VR (Virtual Reality) and AR (Augmented Reality) and is sometimes considered “eXtended Reality.” More commonly, the X is considered to be a placeholder for the spectrum of reality-enhancing technologies.
As hardware platforms evolve and converge into devices that can support both VR and AR (and even AR in VR), the “X” stands for the future of this technology: it intends to support whatever comes next.
The team behind WebXR has combined these frameworks and created a forward-thinking and straightforward set of goals to integrate XR technologies into our browsers:
Consider when developers first started to build apps for smartphones: it was simple to support what was out there because there weren’t many options. In the same way, it was straightforward to build for the Oculus Rift DK1 when that was the major VR headset to build for. However, it didn’t take long for the smartphone market to explode, and suddenly there were dozens of screen sizes and different options to support, turning mobile development into a much more complex operation.
XR is no different: there are now lots of headsets, frame rates, and supporting capabilities. A standard that allows developers to easily build for all (or at least most) devices and browsers provides a radical simplification that has the potential to be very valuable: both for the developers and for the overall proliferation of XR tech to general consumer use.
WebXR intends for its applications to work in a flat, non-XR mode as well, but users are prompted to view using whatever their device’s XR capabilities are, encouraging use of XR features while remaining accessible to those who may not have them or don’t wish to use them.
As WebXR continues to evolve, it could integrate in even more natural ways, encouraging the use of XR with devices that people already have on hand instead of the need for expensive hardware that many currently expect (while still supporting those expensive devices for those who do have them). It will affect various parties:
Of course, WebXR is currently in its early stages. While it’s certainly usable, those who want to create VR or AR experiences that fully take advantage of their technology’s capabilities are likely better off using Unity/Unreal (VR) or native ARKit/ARCore (AR). And big players in the industry may choose to gain business advantages by maintaining proprietary hardware/software and not fully supporting interoperability, which could limit WebXR’s ability to grow.
Regardless, CrossComm is excited to keep an eye on WebXR and where it’s going as we continue to implement solutions in the XR space.