WebXR Chromium: verified in the headset, including 360 video

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
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saphidandClaude Opus 5.5 committed 2026-09-26 16:23:11 +10:00
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@@ -109,12 +109,15 @@ this build):
Chromium's Vulkan backend is off. That doesn't stop the session.
- Unprivileged user namespaces work (`unshare -Ur true`), so the namespace
sandbox runs without the setuid `chrome_sandbox`.
- **With the headset on** (same day, seccomp sandbox off): the WebXR
samples' Immersive VR Session showed its scene in the headset, and SteamVR
loaded the Frame controller bindings for the app. The three.js
[`webxr_vr_video`](https://threejs.org/examples/webxr_vr_video.html) demo,
a stereo 360 video, played in 3D after pressing Enter VR.
**Not verified yet:** nobody was wearing the headset during the test, so
SteamVR kept it in standby. The session stayed at
`XR_SESSION_STATE_SYNCHRONIZED` (the page saw `visibilityState: "hidden"`)
and only the first frame ran. Still open:
**Not verified yet:**
- Whether the image shows up correctly in the headset, and at what frame rate.
- Whether VR180 or 360 video players (DeoVR, DL8 embeds) play in 3D.
- Controller and hand input in the session.
- Frame rate and dropped frames during playback (nothing was measured; it
looked fine).
- Third-party VR180 players (DeoVR and DL8 web embeds).
- Controller and hand input inside a WebXR page.