Sketchfab runs on the new untethered Oculus Quest VR Headset

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The new Oculus Quest VR headset has just started shipping and thanks to WebVR, Sketchfab runs on it out of the box! We’re very impressed with this little device: it’s untethered, and allows you to enter ‘room-scale’ VR without any additional hardware – just put it on and walk around in your VR scene. Anything you publish on Sketchfab is now accessible on the Quest.

Here is a quick demo:

If you just received your Oculus Quest, visit Sketchfab and you can instantly enjoy over 3 million 3D scenes in VR!



Big thanks to Bay Raitt for the following tip:

About the author


Bart Veldhuizen

Head of Community at Sketchfab. 3D Scanning enthusiast and Blenderhead. Running BlenderNation in my spare time.

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  • I like that Sketchfab makes it easy to distribute objects and spaces to various VR platforms, but I think it would work better for objects if there were a “rotate object” or “orbit object” (or even just a “keep looking at object”) function in the VR viewer, as there is in the 2d screen viewer. I find it annoying to have to move my view position to a spot on the far side of an object, and then turn my head or body 180 degrees, just to see the object from the other side. Viewing an object from all sides is so easy in Sketchfab’s 2d viewer. It ought to be as easy in 3d/VR.

  • Avatar giorgio says:

    guys.. i’m trying accessing in vr mode through my Quest.. but the quality of models is terrible, it seems like if the resolution is super low; any suggestions?

    • Avatar Bart Veldhuizen says:

      As the Oculus Quest is a self-contained mobile device, its performance is not at the same level as desktop solution. This leads to lower resolution for WebVR applications – this is not under our control.

      • Avatar Giorgio Lucagno says:

        Ahem.. so why if I use my phone ( a self-contained mobile device, less powerful of the Quest) the VR mode works really much better?

      • Avatar Jan Hofmeister says:

        But why even bother making a blog post about this then? The way Sketchfab runs on the Quest now it’s embarassingly useless… you can’t even read the menu text. So calling it “awesome” is absolutely not true. If you can get it to run a full resolution and at the 72Hz of the Quest, then it’s worth a blog post.

      • Avatar Bart Veldhuizen says:

        It’s not only about the resolution, but also about the fact that you can experience room-scale VR without any additional hardware. We’re still impressed 🙂

  • Avatar Leif Nørmark Sørensen says:

    Does this go for the Oculus Go as well?

    • Avatar Bart Veldhuizen says:

      I need to ask around tomorrow – I’ll get back to you on that.

      • Avatar Bart Veldhuizen says:

        Yes, this should work on the Oculus Go as well. Just access Sketchfab from the built-in browser.

  • Avatar Bart Veldhuizen says:

    Update: we have started researching resolution improvements. See the new (temporary!) URLs that you can try out.

  • Avatar Ryan Knapp says:

    I’m amazed at how well the Quest also works with to import Sketchfab models that are interact-able. Great work! I would love to see a sketchfab app for the Rift S that uses the Passthrough+ function for AR.

  • I have been viewing SketchFab models using my OculusGO so far. When I tried it on my Quest, I also encountered the resolution issues as mentioned by others. Good to see that this is being addressed.

  • For high resolution, just select desktop mode at the top of the Quest browser. This works for everything.

  • Avatar Leif Sørensen says:

    It looks fine on the Oculus GO 🙂

  • Avatar Bart Veldhuizen says:

    We just updated this article with a better way to increase the video quality: put the browser in desktop mode.

  • Avatar alx says:

    i gotta say the oculus quest viewing experience is terrible.. nauseating and vomit inducing and navigation in vr is cumbersome . if viewing would have worked without vomit inducing side effects i would have started uploading my models on sketchfab … maybe make a dedicated viewer ? there is a latency that gets you quite fast and i m sure that could be tackled with some clever solutions … if i would have to give a raiting from 5 stars i would give 1 .

    • Avatar Graham Davis says:

      Sadly, I have to agree that the latency is a problem, even with reduced poly counts. Looking at the complexity of some of the games that run on the Quest (I have not tried them), it seems that the hardware is capable of better. I’m hoping that this may be addressed in the future, but it might be a limitation of WebVR.

      • Avatar Leif Sørensen says:

        The URL Bart adresses links to an animated model that looks fine, but all other models looks very bad ( still)
        The strange thing is that the models looks fine i VR when you use an Iphone (mine 6S)
        Admitted that the Iphone gets a little hot 🙂

  • Avatar Leif Sørensen says:

    The URL Bart adresses links to an animated model that looks fine, but all other models looks very bad ( still)
    The strange thing is that the models looks fine i VR when you use an Iphone (mine 6S)
    Admitted that the Iphone gets a little hot 🙂

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