
Frame VR is a platform for creating VR environments on the web. It is similar to Mozilla Hubs, which is transitioning to the Hubs Foundation, a community-based, open-source developer based on A-Frame. Although I used Mozilla Hubs early in my study, it is currently unavailable. In the meantime, Frame VR is a close alternative.
However, Frame VR has limitations. It is commercial software, unlike the open-source Mozilla Hubs. In the basic version, users can access three spaces where up to 8 people can interact. Despite this, the software is suitable for creating shared environments with interactive features.
Although I used Frame VR frequently, I found it challenging due to its clunky interface and lack of transparency in its features. Despite this, it allows users to upload 360-degree images and 3D models and utilise pre-built assets within the system, enabling rapid space development.
Feelings
Compared to other systems, Frame VR is aimed at quickly setting up collaborative environments. However, better tools are available for creating metaverse spaces, especially those aimed at a younger demographic, like Rec Room and Horizon Worlds. Frame VR can compete with them, but the clunky interface is a barrier to adoption.
I found it difficult to do basic things in Frame VR. The range of templates available also suggests that the primary target audience is not specialised creators but people seeking a simple solution for hosting virtual conferences.
Evaluation
I built two environments in Frame VR. I encountered a difficult, unresponsive interface while attempting to recreate my Abbey Road model. However, using a template for the second environment was more successful, and I was impressed with the level of detail. The current user access restrictions (eight people in a space) seem arbitrary and mainly constrain the tool for conferencing rather than building environments.
Application
Given its similarity to other platforms, any planning of environment building using Frame VR will be applied to my use of Spatial or Mozilla Hubs. Due to its open-source nature and fewer restrictions, I anticipate that Mozilla Hubs will be key for volumetric VR journalism once it is available again. I also intend to reflect on A-Frame as a similar open-source library for VR content production.
Conclusions
Early platforms for creating VR content often charge significant amounts for access, making them financially prohibitive. Tools like Unreal and Unity offer free options and low barriers to entry, which are far superior for building interactive 3D spaces. Frame-VR is an uneasy mix of the two – the simple and the complex. The ability to code with JavaScript is at odds with its template-based agenda. Although it is useful and interesting to have a Mozilla Hubs-style platform that enables developers to create spaces quickly (that may be responsive to events unfolding) – it is currently developing in too many directions.