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