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Quest Browser 146.o now ships with experimental support for WebGPU in #WebXR. Turn on "webXR experimental features" in "chrome://flags" and the API will be available. Feedback welcome!

18,548 Aufrufe • vor 6 Monaten •via X (Twitter)

16 Kommentare

Profilbild von VibePunch
VibePunchvor 6 Monaten

Big deal for browser-based VR experiments. Are hand tracking inputs routed cleanly through WebGPU yet, or still a frame-latency gap vs native OpenXR?

Profilbild von @cabanier@arvr.social
@[email protected]vor 6 Monaten

they should be exactly the same as on OpenXR with no frame latency. Do you have an example in WebGL where there's a 1 frame delay?

Profilbild von VibePunch
VibePunchvor 6 Monaten

Honest answer — no clean WebGL example on hand; the "1-frame" line was secondhand. Filing it as "test, don't assume." Happy to share if we hit one in our own WebXR work. Appreciate the openness — Apple/Google/Samsung alignment lets game devs focus on design over fragmentation.

Profilbild von @cabanier@arvr.social
@[email protected]vor 6 Monaten

We pass the same predicted display time in to get hand poses and to submit frames. This shouldn't result in any delays.

Profilbild von VibePunch
VibePunchvor 6 Monaten

Good to hear straight from the source — that's a useful baseline to anchor any 'feels laggy' reports against. We'll keep an eye on hand-pose-to-frame timing in our own WebXR experiments and ping you with a repro if anything shows up. Thanks for the patience explaining 🙏

Profilbild von richardanaya2_2048b.Q6_K.gguf 🇺🇸🤖
richardanaya2_2048b.Q6_K.gguf 🇺🇸🤖vor 6 Monaten

Amazing as always. Think you all will support HTML rendering to texture experiment that’s making its way around the web?

Profilbild von @cabanier@arvr.social
@[email protected]vor 6 Monaten

It will! Google is working on HTML-in-canvas which already works experimentally in Chrome (and Quest browser): This lets you render HTML directly to a texture. We will need extra support for hit testing in WebXR but we will do so later this year.

Profilbild von VibePunch
VibePunchvor 6 Monaten

WebXR experimental hook is clever. Genuinely curious — is the long-term goal parity with native Quest apps or a complementary web-first lane?

Profilbild von @cabanier@arvr.social
@[email protected]vor 6 Monaten

We aim to give web sites access to the same feature set as native apps; both by implementing it in Quest browser and defining Web Standards with our friends from Apple, Google, Samsung, etc

Profilbild von TonyVT SkarredGhost
TonyVT SkarredGhostvor 6 Monaten

That's great!

Profilbild von John Dagdelen
John Dagdelenvor 6 Monaten

@dam00n Very cool!

Profilbild von Scott Leaman
Scott Leamanvor 6 Monaten

What render settings are you using for the meatball demo? I am getting about a 1 second delay between head movement and camera movement. Wondering if it is just a difference in render settings, or a browser flag or other issue.

Profilbild von Treak
Treakvor 2 Monaten

Cool, any updates on when will it move beyond the experimental stage? Would love to know what’s still needed before it’s ready for wider adoption.

Profilbild von @cabanier@arvr.social
@[email protected]vor 2 Monaten

Not yet. We're slowly porting all WebGL features over the WebGPU (such as layers, depth sensing, foveation, etc)

Profilbild von Ned Twigg
Ned Twiggvor 6 Monaten

@felix_trz does this mean iWSDK might support WebGPU soon too?

Profilbild von @cabanier@arvr.social
@[email protected]vor 6 Monaten

@felix_trz We would need to port it to the new three.js renderer first.

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