I forgot it was such a small budget, it's indeed important to keep in mind how much could be done with little memory. Although I'd argue it was possible with a language that allowed you to control memory very precisely. With javascript garbage collector, I couldn't stand seeing memory ramp up every frame due to threejs internals or my own js code, and every few frame a major GC may or may not lead to a frame drop.
> advanced reprojection for increasing FPS that takes into account the depth buffer
Ah got it. I completely forgot that webxr of course needs to create textures to see through, so it indeed needs to know which graphic api is used. Thank you for the links, I'll have to study them.
I forgot it was such a small budget, it's indeed important to keep in mind how much could be done with little memory. Although I'd argue it was possible with a language that allowed you to control memory very precisely. With javascript garbage collector, I couldn't stand seeing memory ramp up every frame due to threejs internals or my own js code, and every few frame a major GC may or may not lead to a frame drop.
> advanced reprojection for increasing FPS that takes into account the depth buffer
Ah got it. I completely forgot that webxr of course needs to create textures to see through, so it indeed needs to know which graphic api is used. Thank you for the links, I'll have to study them.