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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!

18,505 views • 5 months ago •via X (Twitter)

16 Comments

VibePunch's profile picture
VibePunch5 months ago

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?

@cabanier@arvr.social's profile picture
@[email protected]5 months ago

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?

VibePunch's profile picture
VibePunch5 months ago

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.

@cabanier@arvr.social's profile picture
@[email protected]5 months ago

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

VibePunch's profile picture
VibePunch4 months ago

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 🙏

richardanaya2_2048b.Q6_K.gguf 🇺🇸🤖's profile picture
richardanaya2_2048b.Q6_K.gguf 🇺🇸🤖5 months ago

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

@cabanier@arvr.social's profile picture
@[email protected]5 months ago

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.

VibePunch's profile picture
VibePunch5 months ago

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

@cabanier@arvr.social's profile picture
@[email protected]5 months ago

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

TonyVT SkarredGhost's profile picture
TonyVT SkarredGhost5 months ago

That's great!

John Dagdelen's profile picture
John Dagdelen5 months ago

@dam00n Very cool!

Scott Leaman's profile picture
Scott Leaman4 months ago

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.

Treak's profile picture
Treak24 days ago

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.

@cabanier@arvr.social's profile picture
@[email protected]24 days ago

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

Ned Twigg's profile picture
Ned Twigg5 months ago

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

@cabanier@arvr.social's profile picture
@[email protected]5 months ago

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

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