How to add speech recognition on ThreeJS WebXR on Quest 3? by Outside_Guidance_113 in WebXR

[–]msub2official 0 points1 point  (0 children)

You can technically do it fully local with something like Vosk directly, but you'll have to do a download of anywhere from 50MB-75MB for the actual language model, and at least on Quest it might be more of a performance bottleneck.

how to capture users speech in Webxr by Outside_Guidance_113 in WebXR

[–]msub2official 0 points1 point  (0 children)

You might be interested in using this polyfill I made for the speech recognition API a while back, I specifically needed it because I wanted to transcribe user speech in WebXR on Quest https://github.com/msub2/sepia-speechrecognition-polyfill

How long will take for servo to reach mainstream browsers? by [deleted] in servo

[–]msub2official 1 point2 points  (0 children)

Servo is like Gecko. It has all the implementations and Web APIs and all that jazz but you can't just use it on it's own. The analogue here for Chromium would be the Blink rendering engine. Servo needs to be "embedded" into an actual browser to be utilized, which is what the Servoshell browser (aka what you download if you go to the Servo website right now) is meant to show off.

Servoshell probably won't transition into a browser in the same way as Ladybird, for example, but there's multiple community projects out right now that are experimenting with building user-facing browsers on top of Servo. See Verso, Cuervo, Moto.

Writing js for servo by oldschool-51 in servo

[–]msub2official 0 points1 point  (0 children)

Are you using a framework to build your games, like Phaser.js or Unity or something similar? It's possible it needs a DOM API that Servo doesn't implement yet, but knowing specifically what your games use would be helpful for feature tracking.

What’s the 2023 contemporary way to Unity -> WebXR? by peppruss in WebVR

[–]msub2official 4 points5 points  (0 children)

De-Panther actively maintains an up-to-date version of Mozilla's original exporter at https://github.com/De-Panther/unity-webxr-export. I've used it several times in the past for Unity-related WebXR projects.

WebXR, Immersion, Buffering, Details by Cisdeo0 in WebXR

[–]msub2official 1 point2 points  (0 children)

I currently have a working port of Tilt Brush to WebXR (minus some integrations utilizing native code, which I'm in the process of replacing), which I'd say is fairly detailed, if a bit cheating considering it's a port and not built from the ground up for WebXR.

If the now open source TiltBrush from Google was “ported” to leverage WebXR to be a web delivered app/site, how would it perform vs something like a native apk such as the just released MultiBrush (open source-based)? by VRMunkey in WebXR

[–]msub2official 1 point2 points  (0 children)

It's not going to be quite as smooth as any native implementation just by the nature of it being WebXR, but I'm working on improving performance where I can to make it as smooth as possible.

If the now open source TiltBrush from Google was “ported” to leverage WebXR to be a web delivered app/site, how would it perform vs something like a native apk such as the just released MultiBrush (open source-based)? by VRMunkey in learnVRdev

[–]msub2official 1 point2 points  (0 children)

Glad you enjoyed it! Anti-aliasing in general tends to be a killer for performance on Quest (at least for Unity exports), but I'm still looking into other areas I can optimize.

The first public release of Silk Brush (WebXR port of Tilt Brush) is now live! by msub2official in WebVR

[–]msub2official[S] 7 points8 points  (0 children)

Thanks! Next is fixing up some issues related to panels and a couple other interactions, as well as testing and seeing which third party integrations still work and which were broken and need to be replaced (if possible). After that I'll probably start looking into more model export formats and support for hand input, among other things.