Hello everyone.

The Mixed Reality Forums here are no longer being used or maintained.

There are a few other places we would like to direct you to for support, both from Microsoft and from the community.

The first way we want to connect with you is our mixed reality developer program, which you can sign up for at https://aka.ms/IWantMR.

For technical questions, please use Stack Overflow, and tag your questions using either hololens or windows-mixed-reality.

If you want to join in discussions, please do so in the HoloDevelopers Slack, which you can join by going to https://aka.ms/holodevelopers, or in our Microsoft Tech Communities forums at https://techcommunity.microsoft.com/t5/mixed-reality/ct-p/MicrosoftMixedReality.

And always feel free to hit us up on Twitter @MxdRealityDev.

Has anyone gotten WebVR to work?

Microsoft Edge claims to support Web VR, but I haven't gotten any demos to work - the headset goes black, and either stays black, or eventually takes me back to the cliff house.

Here are some URL's that don't work:


Anybody had any luck?

Best Answer


  • @nedtwigg I tried WebVR at aframe.io and seems to work on my end. When I click on an experience from the cliffhouse, the surroundings fade to white and then the WebVR experience starts as an immersive experience.

  • I also just checked out aframe.io and had it working. @nedtwigg - What build of Windows are you running?

  • aframe.io works for me too.

  • Hey Guys, for those of you that have WebVR working from Edge, what build are you on? I am on 15063.483, and I cannot get WebVR to work :(

  • I'm on build 16257.1, not working. I believe that's the latest in the Fast ring. @Jesse_McCulloch, what build is working for you?

  • If anybody else has the same problem and wants to upvote it on Feedback Hub, here's the link: https://aka.ms/Pvevrj

  • Also, using latest nvidia drivers, 384.94. Anybody been successful with an older version?

  • On my side, I've managed to make several Acer MR headsets work on several machines and even wrote a complete tutorial (with samples) here: https://www.davrous.com/2017/07/07/from-zero-to-hero-creating-webvr-experiences-with-babylon-js-on-all-platforms/

    We had a session at BUILD 2017 on WebVR using it also.

    Did you try:

    - uninstall the device in the Mixed Reality Portal or device manager and replug it?
    - check if you haven't enabled the simulator mode?
    - checking the driver version of the headset in the device manager? It should match the current version of your Windows 10 build

    Otherwise, you should maybe consider upgrading to a recent Windows Insiders build. We've fixed a bunch of bugs regarding Mixed Reality: https://developer.microsoft.com/en-us/windows/mixed-reality/windows_insider_flight_and_driver_notes

  • Thanks David! I'm on the latest build, 16257.1.

    I do have a headset, but even if I only use the simulator, I should still be able to see WebVR from Edge in the simulator, yeah? For me, the simulator (and headset) everything works fine for UWP apps (the house, holotour, etc). But any VR experience in Edge is either a black screen or a white screen. No crashes - the "entering WebVR" experience happens, but it just goes to either a black screen or a white screen.

    I wonder if it's related to dual GPU's. I'm on a Dell XPS 15 with GTX 1050 and integrated graphics. Looks like there was a known issue for Unity apps and dual-GPUs (Known issue as of Windows 10 Creators Update (15063), https://developer.microsoft.com/en-us/windows/mixed-reality/immersive_headset_support).

    Perhaps there's a similar Edge WebVR issue with multiple graphics adapters? Your tutorial looks very cool, but it blackscreens for me when I enter VR, even with simulator.

  • Oh yeah this is without a doubt an issue linked to double GPUs systems. My desktop PC has a unique GTX 1080 and my laptop (Asus GL502VS) has only also a unique GTX 1070. That's why I didn't have any problem making work WebVR in Edge on side.

    This issue with the dual GPU is a known issue I thought we had fixed in latest builds.

    Try to disable the Intel integrated one but not sure it will be sufficient.

    On desktop, be sure to connect to the HDMI output of the big GPU (nVidia) if you've got also an integrated GPU.
  • @nedtwigg - I heard another developer seeing something similar. He had to go into the NVIDIA control panel and set edge to explicitly use the NVIDIA. After doing that, it worked fine.

  • nedtwiggnedtwigg
    edited August 2017

    Thanks for the tips. I set NVIDIA control panel to use GTX globally, and also specifically for Edge. No change.

    The GTX 1050 diagnostic confirms that it's being used by "mixedrealityportal.exe", "MicrosoftEdge.exe", and "MicrosoftEdgeCP.exe", but the sim and headset are black screens. When I quit Edge, the headset and simulator show the house correctly, and Holotour etc. run correctly as well. So it's only Edge WebVR that has the problem.

    Anybody else who can't get WebVR going on a dual-GPU system, here's a link on FeedbackHub with a capture that you can upvote:

  • Just upgraded to 16273. Mixed Reality portal now fails to load headset with error C00122-0. WebVR still fails to load in the Simulator. I'll update my FeedbackHub with an example.

  • WebVR still appears dead on dual-GPU systems as of 16278. Updated my FeedbackHub with a capture.

  • LOL. I just updated to 16273.1 a few hrs ago, now 16278 came out...

  • Still broken in 16281. I added an updated capture. If you've got the same problem, you can upvote this on feedback hub: https://aka.ms/Pvevrj

  • edited September 2017

    Edge worked fine for me using WebVR with an Acer Mixed Reality headset. However...I can't run it on my workstation with an HTC Vive already installed - interference? If you plug in the Acer, ZAP. True even if I turn off Steam and Steam VR, or unplug the Vive.

    However, if you have the Mixed Reality app running and use the simulator, you don't get the freeze - instead a few seconds of invalid framedata, then running ok. But be careful - Edge finds the simulator display even if you don't have the mixed reality app running, in which case you have WebVR running (probably in a fast loop) with a constant stream of invalid FrameData.

    As expected, the Vive is never recognized.

  • edited September 2017

    Another small issue - when you exit WebVR presentation, Edge doesn't resize the canvas back to its original size - width and height are now the values used in stereo view. In FF and Chrome, the canvas doesn't resize when presenting WebVR, so this problem doesn't occur. This can be fixed when exiting presentation by setting canvas width and height (not css style) to the last width and height.

  • @pindiespace - does your machine have a dual-GPU setup? e.g. Intel integrated + GTX 1050? It sounds like WebVR has been working for machines with only one GPU, but is broken on machines that have an integrated + dedicated, which is most laptops.

  • @nedtwigg: nope, I have 1 non-integrated GTX 1070. Not a bug, more a "feature" - I don't see any errors in the Web Console.

    Pressing the ESC key generates a 'presentchange' event (like fullscreen API) when pressing ESC key to exit VR

    If you save your mono size for the canvas during requestPresent, and restore in presentchange' event it fixes it. Otherwise, it seems to work fine.

    On Firefox and Chrome, I have to add a manual event listener for the ESC key, since their (API doesn't support the ESC key as an exitPresent event) so I can call exitPresent event directly.

    And, in those browsers, the canvas auto-resizes, instead of retaining its extended stereo aspect ratio.

    So, its an API implementation difference -- Edge DOES support ESC key, but event fires only in the 'change' like fullscreen API...and on exit, the canvas remains long and skinny.

  • edited September 2017

    Two other issues:

    While you're waiting for Windows Mixed Reality to boot up, WebVR reports that it is working, but sends empty FrameData. Be nice if there was some status message to check.

    The other problem I have is that SteamVR and Mixed Reality don't play nice. Even if you turn SteamVR off, trying to run Mixed Reality with the headset zaps - monitor freeze. On my other Windows system without Steam, Windows Mixed Reality runs fine (and installed perfectly the first time I plugged in my Acer). Not really a Msft problem.

    Would be nice to toggle between both. The Acer has much better resolution of images at the edges! If you put a starfield into the Acer, sharp points at screen edge. On Vive, points become smeared comma-like blobs (just like a cheap refractor).

  • Just tried build 16291. WebVR still fails to start on an XPS 9560 (Intel 630 + GTX 1050). I updated my feedback with a capture. If you're having the same problem, upvote on feedback hub: https://aka.ms/Pvevrj

  • nedtwiggnedtwigg
    Answer ✓

    Fixed for me in 16299.rs3. Hoorah!

  • Hi @davrous. I don't suppose you could clue me in on what you changed in your webvr system to fix the bug related to black screen rendering on SLI?

    I'm having the same issue now in my graphics engine which relies on ANGLE.
    See here: https://github.com/Microsoft/angle/issues/136

  • Updated today to 16299 (after many issues)
    Edge says no displays detected
    I have a HTC Vive, using threejs.org/examples and any of the VR apps listed on the left (quite a ways down in the list).

    Firefox works with those examples.
    Updated video driver today to latest nvidia driver.

    My own app unfortunatly just hangs with Firefox, and Edge can't load it because I'm using a shared network drive to develop it.

Sign In or Register to comment.