Is it just me or has anyone else had issues with Oculus not allowing WebVR from a web page to launch? All I get is this annoying Firefox.exe or Chrome.exe is taking to long message. I have been developing in A-Frame and three.js. When I had a DK2 it was amazing. Now I have to use my android phone which is pretty lame. I have the correct browsers and extensions enabled.
I seriously can't be the only one unable to get this to work. I read a post where someone thought that it was a driver issue with Oculus and NVidia? Most of the time it seems to be passed off as someone not setting up Nighly or chromium correctly.
It does work. I'm on Win10 with a GTX970. I set it up myself tonight at home and this sounds closest to what you're reporting:
When your code (or some other webvr sample app) is running in the browser,you have to click the headset icon in the lower-right corner of the web page to transfer the graphics from the browser window to the headset.
If you don't do that, it will just show the "taking too long" message in the headset.
Here are some other ways it could be going wrong:
Make sure you select the Settings > General> Unknown Sources check box in Oculus Home.
Do you have Steam/SteamVR on that computer? If you do, Firefox tries to get its hooks into it, I think because of OpenVR. Make sure SteamVR is up and running before you launch Firefox Nightly.
There's a bug in FireFox nightly. Go to about:config and set security.sandbox.gpu.level to 0.
I ran into each one of these issues personally getting it set up, so this all from experience. If it's none of these things, let me know and I'll ask one of our VR Web developers if they have any more ideas.