You can view any 3D model in Virtual Reality using a VR headset (such as the HTC Vive or Oculus Rift) and a compatible browser.
Setup Instructions
Google Chrome is currently the most reliable browser to use for VR in most circumstances. These instructions are for Chrome on Windows 10.
- Install Steam and SteamVR
- In Chrome/Chromium, go to chrome://flags and set these flags to these values:
- WebXR Device API: Enabled
- Force WebXR Runtime: SteamVR (OpenVR)
Viewing Instructions
- Turn on your device
- HTC Vive: Turn on SteamVR
- Oculus Rift: Allow external apps
- Start VR Mode on any Sketchfab model page.
Compatibility
The web browser you need to use to view models in VR depends on the headset you're using.
Browsers marked by an asterisk (*) should work, but may be less reliable.
Device | Browser(s) |
Oculus Rift |
Chrome, Firefox* |
HTC Vive |
Chrome, Firefox* |
Windows Mixed Reality |
Chrome, Firefox* |
Oculus Quest | Oculus Browser |
Windows Mixed Reality | Edge |
Adjusting resolution
Sketchfab reduces resolution to ensure a frame rate for a good VR experience. If you want to bypass this reduction, particularly in Oculus Quest, you can use these custom parameters at the end of your model's URL:
/embed?&vr_quality=1.5
- 1.5 medium (default)
- 2.5 high
- 3.5 very high
Need more help? Try asking in the Forum.
Comments
109 comments
Error 404 when I try this
@core10arch - the embed parameter or WebVR?
i get the same error as #core10arch.... I added /embed?cardboard=1 to the URL, but it won't load my model:(
@blueties - Looks like you only have a model in Draft mode on your account. You need to Publish it before you can use the embed features.
I believe I've published my model, but still wont load, and sometimes get the 404 error..
@barentsenma87 - The Helicopter model? It works fine for me. Does it happen all the time? Or just on a specific device or VR mode?
Jeah, Think its a device thing. Adding the /embed?etc on my desktop does show the stereoscopic view but on my phone (s5 mini) it doesn't not in chrome nor on the device's default browser..
I tested a physical S5 and an emulated S5 Mini (via BrowserStack). The stereoscopic mode worked on the S5 but WebGL was disabled on the S5 Mini emulator, so I couldn't test any further. Do models in "regular" mode work for you?
@James, Yes I tested the model om various physical devices. The s4 (GT-I9500) Works fine with VR, so does the Iphone 4. The s5 mini (SM-G800F) and the Huawei P6 both have problems with VR. All phones do however show the regular model.
Hmm ok. Yes it does sound like a device limitation. I'll do some digging and let you know if I find anything.
Hi, I am having trouble looking at my model with a DK2. I published it and it works fine for an iphone with cardboard. When I try to view it on Nightly with my DK2 it recognizes the DK2 and the light turns on, but the image is black once I get past the warning screen. Do you know what could be going wrong?
I'll add that I tried both the Virtual Reality view mode and the embed link with the same result.
Hi @pneuhaus - The Oculus stuff is pretty experimental and buggy right now, but we're working to fix it and make it more reliable as soon as possible.
Hi - I'm attempting to view various SketchFab models on my mobile phone (Moto X w/ Lollipop in Chrome) but the website is stuck in Portrait orientation. Even when I hold my phone in Landscape, and go into Full-screen I get a Portrait VR experience which won't work w/ my Google Cardboard. Any recommendations?
Thanks!
@dskeith - Strange. Are you able to load regular pages (like the model page) in landscape? Can you try going into landscape first, then going to the VR mode?
@James - User error, I had "Portrait Lock" on for my phone, I accidentally set that when adjusting my screen brightness settings. I have run into a few other issues though:
1. Switching to VR mode will very often move my camera to a completely different location, using Set/Save View for Orbit or First Person doesn't seem to work.
2. VR Mode still accepts finger input, which means that my camera will move as a result of putting it into my Google Cardboard.
3. Sometimes the VR head movement shifts from a FPS style movement, to a very disconcerting orbit-style movement.
4. "Front" seems to be locked as opposed to being set when I switch to VR mode, which means I sometimes have to spin 180 degrees to get back the viewpoint I had when I made the switch. (Possibly related to #1)
The prospect of < 1min from my content creation app to a web-based VR viewer on my phone is amazing, but it doesn't seem like that's a reality just yet. Or - hopefully - this is even more user error on my part!
@dskeith - Thanks!
We're rapidly iterating on VR navigation and behavior. We know there are a lot of issues and we will improve everything over time.
Hi, I was wondering if you've had any luck in creating a native app for the Gear VR yet? Thanks!
@cderolin - Not yet, but it's on our roadmap!
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