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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 просмотров • 5 месяцев назад •via X (Twitter)

Комментарии: 16

Фото профиля VibePunch
VibePunch5 месяцев назад

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?

Фото профиля @cabanier@arvr.social
@[email protected]5 месяцев назад

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?

Фото профиля VibePunch
VibePunch5 месяцев назад

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.

Фото профиля @cabanier@arvr.social
@[email protected]5 месяцев назад

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

Фото профиля VibePunch
VibePunch4 месяцев назад

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 🙏

Фото профиля richardanaya2_2048b.Q6_K.gguf 🇺🇸🤖
richardanaya2_2048b.Q6_K.gguf 🇺🇸🤖5 месяцев назад

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

Фото профиля @cabanier@arvr.social
@[email protected]5 месяцев назад

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.

Фото профиля VibePunch
VibePunch5 месяцев назад

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

Фото профиля @cabanier@arvr.social
@[email protected]5 месяцев назад

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

Фото профиля TonyVT SkarredGhost
TonyVT SkarredGhost5 месяцев назад

That's great!

Фото профиля John Dagdelen
John Dagdelen5 месяцев назад

@dam00n Very cool!

Фото профиля Scott Leaman
Scott Leaman4 месяцев назад

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.

Фото профиля Treak
Treak24 дней назад

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.

Фото профиля @cabanier@arvr.social
@[email protected]24 дней назад

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

Фото профиля Ned Twigg
Ned Twigg5 месяцев назад

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

Фото профиля @cabanier@arvr.social
@[email protected]5 месяцев назад

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

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