Janus VR - Virtual Reality Internet Browser Webpages become 3D spaces interconnected by portals. Explore, collaborate and build, with or without a headset.
Grotendeels positief (28 recensies) - 75% van de 28 gebruikersrecensies voor deze game is positief.
Releasedatum: 31 mrt 2017

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Janus VR spelen


Recente updates Alles weergeven (3)

30 april

Release 58

Big thank you to all the users who sent in bug reports, dropped by the Discord for a chat or sent us feature suggestions - we appreciate it a lot and have included as many changes as we could in this update, more improvements to come, we have only just begun.


A fantastic library that abstracts so many geometric formats, providing us a generic intermediate data structure. We hugely broaden our geometric format support to a much wider variety of formats! (And like us, they too could have picked a better name. They are German though and apologise for the name for this reason - all of us at Janus speak English and have no excuse!)
We now support glTF 1.0 through this lib, and are looking forward to (and would be happy to contribute to) 2.0 support! Geometry transmission standards for the web - YES!

COMMON INTERCHANGE FORMATS Autodesk ( .fbx ) Collada ( .dae ) glTF ( .gltf, .glb ) Blender 3D ( .blend ) 3ds Max 3DS ( .3ds ) 3ds Max ASE ( .ase ) Wavefront Object ( .obj ) Industry Foundation Classes (IFC/Step) ( .ifc ) XGL ( .xgl,.zgl ) Stanford Polygon Library ( .ply ) AutoCAD DXF ( .dxf ) LightWave ( .lwo ) LightWave Scene ( .lws ) Modo ( .lxo ) Stereolithography ( .stl ) DirectX X ( .x ) AC3D ( .ac ) Milkshape 3D ( .ms3d ) * TrueSpace ( .cob,.scn ) MOTION CAPTURE FORMATS Biovision BVH ( .bvh ) * CharacterStudio Motion ( .csm ) GRAPHICS ENGINE FORMATS Ogre XML ( .xml ) Irrlicht Mesh ( .irrmesh ) * Irrlicht Scene ( .irr ) GAME FILE FORMATS Quake I ( .mdl ) Quake II ( .md2 ) Quake III Mesh ( .md3 ) Quake III Map/BSP ( .pk3 ) * Return to Castle Wolfenstein ( .mdc ) Doom 3 ( .md5 ) *Valve Model ( .smd,.vta ) *Open Game Engine Exchange ( .ogex ) *Unreal ( .3d ) OTHER FILE FORMATS BlitzBasic 3D ( .b3d ) Quick3D ( .q3d,.q3s ) Neutral File Format ( .nff ) Sense8 WorldToolKit ( .nff ) Object File Format ( .off ) PovRAY Raw ( .raw ) Terragen Terrain ( .ter ) 3D GameStudio (3DGS) ( .mdl ) 3D GameStudio (3DGS) Terrain ( .hmp ) Izware Nendo ( .ndo )

Including skeletal animation support for applicable formats. Assimp animation support improvements loading FBX files

Keeping with the social VR times, we acknowledge not everyone wants to press a key or commit to a gesture to speak. In release 58, we've added a threshold-based option for voice communication - simply speak loud enough - and your audio will be communicated to others!

Added new ability to set mic as always-on (thanks /u/cruzjj !) Detect audio activity when mic always-on setting is used Allow user to set mic sensitivity; Use keypress to override mic sensitivity

We connected with some of the team at Enflux, who are very open and great to work with, and we're happy to announce an integration with the Enflux library which supports the shirt/pants kit on our Windows build. Bring on the future with virtual clubs where DJs and dancers have bodies tracked and live performances are brought into the Janus experience!

Check them out at https://www.getenflux.com/

New Reddit translator code (check out he new room coutesy of FireFoxG)

Added OSX support for PDFs

Improvements to colour support, allow setting alpha with R/F keys in edit mode - Colour support. Use CSS(3) or anything modern? Then beyond #rrggbb (and its variants) you may be familiar with functions like rgb/rgba/hsl/hsla to specify colour. Well as of release 58 Janus (the client/markup language) now support those as well! Cycling through hues is cool. It's ke-hue-wl.
Can now hold shift while pressing ctrl+V to copy orientation
Documentation has been updated and changed to reflect feedback from users including an updated and expanded FAQ

The Bugfixes

/u/NXT_Aussie suggested we try it this way - all the messages from git commits. I told him just give the highlights, he thinks it's riveting. "Aussie: nah your struggle amuses me - give me candy" haha! (If you want to watch the epic struggle in real time yourself http://builds.janusvr.com/log.txt )

bugfix crash on exit
bugfix do not cache mtl, bugfix for diffuse and websurface/image_id stuff
fixed pocketspace-linked F5 portal crash
bugfix upon disconnecting/reconnecting (can be triggered by userid change), clear last sent_enterroom_url so enter_room events get sent on subsequent
fix to restore progress loading through AssImp Geom class
Issue with colour and losing alpha component to zero, causing Room Templates not to render
only add RoomTemplates to RoomPhysics when mesh has completed loading
remove error loading color_hsl.mtl file
fix to resolve mtl files relative to room URL
fix look for external image files/textures relative to mtl path if specified
apply diffuse material setting when lighting is disabled
add plumbing so cubemap_radiance_id and cubemap_irradiance_id are JS read/writable attributes
fixed support for userid_pos on Ghosts
always assumes Geometry can be animatable
bugfix/hack, repair broken textures by looking one material index back and use its texture
small change that fixes custom lightmaps.
refactor Geom::CalculateFinalPoses() to make math for xforms more intelligible
fixed VBO generation and proper stride length, detecting animations/bones with meshes
case insensitivity when looking for .MTL extension loading files
allow mtl attribute override loading stuff with ASSIMP
do not allow invisible portals to be clicked on
make websurface cursor active on click for vive/touch
party mode and enter_room method being sent to server
fix for DOMNode::appendChild(), or in JS room.objects[X].appendChild(Y)
fixed crash when loading specific glTF files
encode with carat double quotes when sending Assets over network
fixed mirror portals, use active() instead
fix for random added portals when entering rooms that were previously visited
reduced default specular for AssetShader_Material
fixed teleport bug for Touch/Vive
bugfix do not add user-made portal with parent object
Geom::DrawMaterialGL() only submit draw call is GetIndexCount() > 0
Geom::DrawMaterialGL() pass vertex/index count, not number of floats when submitting draw to Renderer
bugfix windows GeomIOSystem::Open(), bugfix Touch controller laser does not disappear on release
remove RoomObject from RoomPhysics simulation if the collision_id is set to blank
bugfix release global button to stop speaking on controller 1
bugfix for traversing back through portals that have been crossed but were closed
fixed potential for slow mouse movement with gamepad enabled
fixed Diffuse material attribute making things dark when not lit
Back/forward history now work; endless loops when going back/forward should be fixed
bugfix cursor brightness, refactor cursor drawing into Game::DrawCursorGL()
bugfix fix Geom::GetTexturesReady() to return true when all textures are finished loading
bugfix for crashes (only updateanimations on linked Geoms), restore animations for multiplayers, only keep bone indexes for actual bones and not all transforms (max is 128)
bugfix Geom::Unload() proper deallocation to fix crashes

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7 april

Version 57.2

Thank you to all the Steam users for the bug reports and suggestions for improving JanusVR.

Updated controls on Vive so index trigger is used as primary interact button instead of the trackpad button.

Updated controls on Vive so that trackpads perform translation and rotation.

Bugfix: websurfaces with an image_id set.

Bugfix: pocketspace screen when leaving, closing portal, and returning.

Bugfix: portals appearing pressing F5 in pocketspace.

Bugfix: do not save out global tutorial URL in room code .

Bugfix: drag and drop Sound elements from webpages .

Bugfix: in "2D" render mode, do not do comfort mode snap rotations.

New Feature: room.preventDefault() . Call this to suppress default interact/webspace functionality in the room.[onMouseDown/onMouseUp/onClick] functions if you need custom behaviour (note: experimental as we converge on optimal controls/UI).

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“When I first tried [Janus], my first instinct was to tell the world about it and my second instinct was to build a room for it. I am extremely pleased to announce that Virtual Reality Reviewer now has a room in Janus VR.”
Virtual Reality Reviewer

“This is probably our favorite VR browser around, as it manages to really immerse you into the web experience. JanusVR turns links into pathways and websites look like rooms. And you don’t have to browse alone – there will be other avatars in these rooms. It’s also possible to make the experience more involved with HTML.”
VR Source

“JanusVR: Software that brings all of the web into Virtual Reality”

Over dit spel

Janus VR - The World Within the Web

Janus VR is an immersive and collaborative internet browser. Named after the Roman God of passages, Janus VR re-imagines webpages as multi-dimensional spaces, linked by portals. Users experience 3D models, animations, spatial audio-video, and amazing data visualizations built as webpages, in an intuitive VR context. Any current webpage, hosted anywhere, can be viewed in Janus VR. Users enter Janus VR in a private homepage called the "pocketspace", that is their dashboard to the immersive web, with portals to popular or bookmarked webspaces, and other people online. Opening these portals allows users to embark on an endless journey, literally walking or flying through the internet, with others or on their own. In social mode, user avatars at the same webspace, can see, talk, chat and interact with each other. Users in party mode can even broadcast their movement in cyberspace. Our growing user-developer community has built thousands of diverse webspaces for users to explore with content ranging from art to architecture, education, games, and live entertainment. These experiences can be built and edited in Janus VR itself, using both spatially tracked game controllers and keyboard-and-mouse. Janus VR is a powerful combination of web content, VR and the collective imagination of our users.


    • Besturingssysteem: Windows 7 or newer
    • Processor: Quad-core processor
    • Geheugen: 4 GB RAM
    • Grafische kaart: OpenGL 3.3 compatible
    • Opslagruimte: 200 MB beschikbare ruimte
    • Besturingssysteem: Windows 10
    • Processor: Intel i5-4590, AMD FX 8350 equivalent or better
    • Geheugen: 8 GB RAM
    • Grafische kaart: Nvidia GeForce GTX 970, AMD Radeon R9 280 equivalent or better
    • Netwerk: Breedband internetverbinding
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