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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 次观看 • 5 个月前 •via X (Twitter)

16 条评论

VibePunch 的头像
VibePunch5 个月前

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 的头像
@[email protected]5 个月前

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 的头像
VibePunch5 个月前

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 的头像
@[email protected]5 个月前

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

VibePunch 的头像
VibePunch4 个月前

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 🇺🇸🤖 的头像
richardanaya2_2048b.Q6_K.gguf 🇺🇸🤖5 个月前

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

@cabanier@arvr.social 的头像
@[email protected]5 个月前

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 的头像
VibePunch5 个月前

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 的头像
@[email protected]5 个月前

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 的头像
TonyVT SkarredGhost5 个月前

That's great!

John Dagdelen 的头像
John Dagdelen5 个月前

@dam00n Very cool!

Scott Leaman 的头像
Scott Leaman4 个月前

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 的头像
Treak24 天前

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 的头像

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

Ned Twigg 的头像
Ned Twigg5 个月前

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

@cabanier@arvr.social 的头像
@[email protected]5 个月前

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

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