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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 görüntüleme • 5 ay önce •via X (Twitter)

16 Yorum

VibePunch profil fotoğrafı
VibePunch5 ay önce

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 profil fotoğrafı

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 profil fotoğrafı
VibePunch5 ay önce

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 profil fotoğrafı

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

VibePunch profil fotoğrafı
VibePunch4 ay önce

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 🇺🇸🤖 profil fotoğrafı
richardanaya2_2048b.Q6_K.gguf 🇺🇸🤖5 ay önce

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

@cabanier@arvr.social profil fotoğrafı

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 profil fotoğrafı
VibePunch5 ay önce

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 profil fotoğrafı

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 profil fotoğrafı
TonyVT SkarredGhost5 ay önce

That's great!

John Dagdelen profil fotoğrafı
John Dagdelen5 ay önce

@dam00n Very cool!

Scott Leaman profil fotoğrafı
Scott Leaman4 ay önce

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 profil fotoğrafı
Treak24 gün önce

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 profil fotoğrafı
@[email protected]24 gün önce

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

Ned Twigg profil fotoğrafı
Ned Twigg5 ay önce

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

@cabanier@arvr.social profil fotoğrafı

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

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