Photoshop: Export support needed for WEBXR texture formats .basis and .glb formats

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  • Updated 5 months ago
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Image compression for WebXR requires a new compression format that I hope Adobe can bake into export functionality from Photoshop, Illustrator and dimension as soon as possible. (like in any update, not wait until a major release)

The .basis ad .glb formats used for image texture compression,

Binomial'basis_universal (this is what needs support) )

For more on the W3C WebXR Device API, see the new W3C spec.

For more about Mozilla's Hello Web XR, see Please view in the Oculus Quest browser for the full effect. a 2D browser won't do.
The paintings on the wall and most of the image textures in the room are in.basis

Please note that the format of photogrammetry angel statue in the Photogrametry room is in .glb format. 

The Adobe Suite will need to support these formats going forward because Adobe CC subscribers shouldn't have to be running cmake and command line tools to export images to open formats, ever. 

I hope Adobe is actively working making WebXR tools (because Unity and Epic Games ate your lunch with VR and this is your chance for revenge!). 

To see the .basis format in action, you can run an instance of hello-webxr locally by cloning and looking in the assets folder. 
In the code you will see the asset dependencies and in the vendor folder you will set Web Assembly decoders for basis and draco.

Once you try Hello Web XR with 6 Degree of freedom in the Quest browser, you'll agree that this is going to be a thing, and if WebXR wants 2D images in the .basis format, then I hope Photoshop adds support for it asap (in a minor release).  

Please do get back to me regarding what you plans are on supporting this and let me know if I can be of any assistance testing.

Please address this urgently. Thanks!
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Ben Erwin

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Posted 5 months ago

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