How To Mute One Window In Google Chrome
1 of the biggest news of the last days is that finally, Google Chrome for Windows has added support for WebVR. Information technology was cool that Google, that is pushing on WebVR and WebAR (allow's say WebXR and we're all happy, apart from Charlie Fink that hates the term XR), wasn't supporting it in its famous browser. People like me had to apply Firefox or Chromium (that mysterious application that is the open source version of Chrome), or even Microsoft Edge (for WMR headsets) to experience VR websites. And when the son of Microsoft Explorer gets functionalities faster than you, Google, you understand that something is not working equally it should.
Finally, some days agone, Chrome support for WebVR has arrived: some Redditors spotted that on Chrome 66 on Windows 10, yous tin use your Google browser to run virtual reality experiences. But… how to enable information technology? And… does information technology work? I'll try to answer both questions in this post.
Permit'south beginning from how to enable it: the process is very straightforward one time yous know how to practice it… only if you don't know, well, you'll hardly manage to find the way. And then, follow my soothing vox telling you the steps:
- Update your Chrome browser, so that it reaches at to the lowest degree version 66 (If yous go to Menu (the 3 dots on the upper correct corner) -> Help -> Nearly Google Chrome, information technology will show you the electric current version and will motorcar-update the browser if an update is available);
- Restart your browser after the update;
- Go to the accost bar and type: "chrome:://flags". This magical spell will open y'all a section of special flags of experimental features by Google. Google warns you that the features in the listing are experimental and that enabling them could make your browser become unstable, your PC to explode or the World be invaded by aliens. Remember: "only the dauntless" will have WebVR, so ignore this bulletin;
- In the search bar for the flags, that you lot have just beneath the accost bar, blazon "vr": this volition brand Chrome select only the flags regarding virtual reality;
- Enable the flags regarding WebVR and the runtime that yous ordinarily apply for virtual reality: so, if you program to apply Oculus for your WebVR experiences, enable "Oculus hardware support"; if y'all use Vive, enable "OpenVR hardware support". Since sometimes I use my Rift through native runtime and sometimes I employ information technology through OpenVR, I enabled all the flags;
- Click the RELAUNCH At present button on your bottom right corner to restart Chrome with WebVR enabled;
- Relish your fresh new WebVR browser! And have a tea with the aliens that take invaded the Earth thanks to your activation of experimental flags.

One time y'all do that in one case, the settings will persist in all your next usages of Google Chrome and you can savour VR forever.
Ok, at present that you have your WebVR-enabled browser, y'all're set up to experience some cool VR stuff! How is the experience? Mmmmh at the moment… meh.
The kickoff thing I tried with Chrome in WebVR has been Konterball, a petty game adult by Google, where you command a table tennis paddle with your head. It worked like a amuse. Slap-up! I was happy about that, so I decided to start an feel that let me also see how the controllers were performing. To exercise that, I tried to open Under Neon Lights, an experience made past Within, in partnership with Google and… practice y'all know how controllers were performing? If you lot thought "In no way since there were no controllers in VR", you've won a prize. My Oculus Touch controllers haven't been detected in a unmarried experience inside Chrome, both using OpenVR and standard Oculus runtime.
I decided so to give a endeavor to some A-frame enabled applications… to discover that no A-frame feel works inside Chrome. On some of them, the button to enter VR even says that the browser doesn't support WebVR. WTF.

On Reddit I've already plant other people complaining about problems with WebVR and Chrome... so I got the fact that, at the time of writing, the back up has been implemented, just there'due south nonetheless a long road to go to make Chrome uniform with all VR hardware and all VR frameworks. Come on Google, you can exercise it 🙂
(Header image created mixing images from Google and Oculus)
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Source: https://skarredghost.com/2018/04/25/how-to-enable-webvr-in-google-chrome/
Posted by: gallofachaps49.blogspot.com
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