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When might we see this in consumer VR? I'm surprised we don't already but I was suspecting it was a computation constraint.

Does this relieve the computation constraint enough to run on Quest 2/3?

Is there something else that would prevent binocular use?




I can't predict the future, but I imagine soon: all of the tools are there. The reason we didn't develop for VR is actually simpler than you'd think: we just don't have the developer time! At the end of the day, only a handful of people actively wrote code for this project.


Any plans to open source the code?


Yes, I hope so! But it'll take at least a few months of work. We have some tight dependencies to not-yet-open-sourced code, and until that's released, any code we put out will be dead on arrival.

In the meantime, feel free to explore the live viewer code!

https://github.com/smerf-3d/smerf-3d.github.io/blob/main/vie...


I recently got a new quest and I am wondering the same thing. The fact that this is currently running in a browser (and can run on a mobile device) gives me hope that we will see something like this in VR sooner rather than later.




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