[Public Beta] Matterport WebVR Support for the Oculus Rift and HTC Vive

One of the greatest advantages of the WebVR platform is that it easily allows us to bring our Matterport VR offering to a large number of devices.  As of Wednesday, August 16th, Matterport is now able to offer basic, Daydream like, WebVR support to our PC customers using the Oculus Rift and HTC Vive platforms.

This was made possible with Mozilla recent update to the popular Firefox web browser adding WebVR support on Windows PCs.

While this is exciting, it’s important to note that this a first, early iteration of Matterport VR for the Oculus Rift and HTC Vive platforms, and will have some limitations:

  • It will function similar to our current implementation of WebVR on Google Daydream
  • It will only offer point to point, “fade to black” navigation
    • “Fly-through” style navigation is not supported at this time.  CustomVR spaces that use “fly-through” navigation will default to “fade to black”
  • It will support basic head rotation only
  • It will NOT support full head movement or tracking
  • It will NOT support “room scale” VR experiences

If move your head side to side, or up and down, or take a step in the real world, you will not see a corresponding movement in the virtual world. We would highly advise users remain stationary when using the Matterport WebVR experience for Rift or Vive. Too much head or body movement may cause simulation or motion sickness.

As a platform, WebVR is new. WebVR for PC is extremely new.  While we here at Matterport have done our best to minimize issues, there will be bugs. Sadly, many of these bugs we will not be able to address as they might be issues with Firefox, Oculus, Steam, or other settings/drivers on the end-user’s PC. You may need to do a fair amount of troubleshooting to get WebVR support working for your Rift or Vive.

An internet connection is required to view your Matterport VR content. We are not supporting offline viewing of Matterport VR content on Rift or Vive at this time. If you require offline viewing, you can still use one of our Matterport VR apps for either Android or iOS devices.

In order to view WebVR content on your Windows PC with a Rift or Vive:

  • You will need to use Firefox version 55 or newer.  
  • You will want to make sure you are using the latest graphics drivers for your video card.
  • Make sure you are using the latest firmware and software for your VR headset.
  • You may need to do some troubleshooting to get it to work.
    • Make sure you have enabled WebVR support inside of Firefox
    • Make sure everything is up to date
    • Try resetting your VR software (Steam VR or Oculus App)
    • Try resetting Firefox.
    • Try resetting your entire system.

WebVR support for the Oculus Rift and HTC Vive is far from perfect. Even with our current  Matterport WebVR experience there are many features we still working to implement. Adding basic WebVR support for the Rift and the Vive is the first step, but not the last. We’re continuing to develop our WebVR offering further to add many new and amazing features, so stay tuned!

If you have any questions please feel free to reply to this thread, or contact us at [email protected]


Keith Schaffer

Product Manager, Matterport VR



  • I just got a clients request today for a fair trade show. He needs 100% offline support on the oculus rift as also Mattertag Support.

    Any chance this is available before october?

  • Hello Marcus, 

    To be completely honest, probably not.  

    Both Mattertag Posts and offline support for Rift/Vive are on our long term road map, but neither is likely to launch before October. 

    By the end of they year... Maybe... but it is still too early to say with any certainty. 


    Keith S. 

  • Thanks for the response. So I will better go for another solution.

  • @Matterport VR Great news. I've tried all the steps you've listed above including all the updates (I was already using the latest Nvidia drivers and Firefox version)and still no joy.

    WebVR works inside Firefox with my Oculus using the WebVR examples so that isn't the issue.

    Have you found a specific workflow for this that works? For example, start Firefox, then Oculus home  then load the model then put the headset on or variations of that procedure.

  • Hello David, 

    I have a Vive myself.  In theory it should work similar, but I will check with our dev team to see if they have a different series of steps that work better. 

    In testing, I found that starting SteamVR (Vive software) and then launching Firefox works best. 

    If things go wrong, I try: refreshing the page, restarting Firefox, and resetting Steam VR in that order.

    So far that has done the trick. However, it can be a little finicky.  Often it will work right away, sometimes it will take a couple of tries. 

    Out of curiosity, what controller configuration are you using when trying the Rift?

    Do you just have a keyboard and mouse?  Do you have a Gamepad or Touch controller? (We are trying to get a better of idea of how users are experiencing the content)

    I hope this helps. 


    Keith S

  • Hi Keith,

    I have a Vive as well but the Oculus is an easier setup in my office as it's quite a small space.

    Obviously the Rift fires up through Oculus Home by default so I've not tried via Steam as I didn't want to make things more complex.

    I have all controller configurations both Gamepad and Touch but obviously nothing happening yet so not been an issue.

  • Hi.  Just wanted to bump the request for MatterTags on VR.  I keep finding that it's a deal break for some that want to use Matterport SPECIFICALLY for VR purposes -- MatterTags are a 'killer app' of sorts, and it's assumed they work in VR.

    We need this feature.  In the grand scheme of things, how difficult can it be with everything you have accomplished thus far?

  • @Matterport VR @Keith S

    Just revisited this, had a play with the graphics card settings and it now plays perfectly with my Oculus Rift and looks superb.

    Firefox 56.0 (64bit)
    Nvidia GTX 1080  Driver

    Here's a screen shot of my 3D settings in Nvidia Control Panel with the main feature one being to force OpenGL to use the GPU.

    Navigation as per Samsung Gear by gaze at the floating spheres

    Full 360° rotation, very smooth as you'd expect and good colour but obviously no tracking.

    Rock solid now and very impressive. Looking forward to tracking implementation if possible.

  • Here's a screen shot of the corresponding view in the Rift being displayed on my PC.

  • I have the oculus rift and I am able to use the application to view properties but I was wondering if anyone has found a way to improve the quality.  It seems a little blurry and the size of the rooms are distorted and feels magnified.  Any suggestions? 

    Also is there a way to view what the OC user is looking at on a single display rather than the split display?


  • “Fly-through” style navigation is not supported at this time. 

    Does that mean you will add support at some time in the future? If so, any idea when?


  • @James,  we are looking at a number of upgrades to our WebVR offering this year.  While we would like to be able to support Fly-through navigation eventually it is a low priority as the vast majority of our VR spaces do not support them.  Only CustomVR Spaces allow for Fly-Through, and that is only a handful of our over 700,000 VR Spaces.

    @Caprdee, how large the room appears is greatly affected by your height when viewing it.  For the best results, you want to make sure you are sitting/standing with your eye level at the same height the camera was when you captured the Space.  If you are too far above or below this, it will make the room feel a bit off, as your body is saying you are at one height, while your yes will see something different. 

    I hope this information helps. 

    - Keith S

  • @Matterport VR

    This is frustrating after getting the Oculus Rift working, see my post above from last November, its now stopped working and no matter what I try the spaces will not load on my PC in either Firefox or Chrome.

    Any thoughts on what might have changed in the meantime as I now have a client who wants to use this at trade shows? :( 

  • Finally sussed where I was going wrong although I don't see it mentioned here.

    I was omitting to put '&play=1'  which is a requirement mentioned where you want to enable VR in an embedded space.

    Tried it now on 5 spaces and it works with all of them. :D

    Just need pitch and roll tracking enabled now, along with Mattertag support, some way of editing the VR points and the 3D showcase being ported to Android.


  • I'm using the HTC Vive and it's working okay. Is there any way to output just the left or right screen to the web browser? Having two near identical images on the display looks is annoying my client.


  • Oculus have an 'Oculus mirror' utility that does what it says and mirrors the view of the wearer as a resizable single image on a monitor, however with the Vive its built into Steam and is probably what you're doing but there is an option in settings to make it a single view.

    I assume you set that up by performing a 'right click' on the headset icon in the SteamVR dialogue and then select display mirror.

    In the window that opens with the view in the top left hand corner there is a menu headed 'Main' if you click on that it gives you the option to select the view from either eye separately or both, which I assume is the default setting.

Please sign in to leave a comment.

Didn't find what you were looking for?

New post