@cabanier.bsky.social

Quest Browser 146.0 now has experimental support for WebGPU in #WebXR. Turn on "webXR experimental features" in "chrome://flags" and the API will be available. Thanks @toji.dev for the demo file! Feedback welcome.

@toji.dev I'm trying to hook up WebGPU on WebXR in three.js using my Galaxy XR. The first frame always comes in with a null XRFame. Is that a known issue? Also, the browser doesn't always show the immersive scene even though I'm producing frames.

Is there a way to have more than 1 profile on my Galaxy XR? I'm trying to share my headset with other without giving them access to my Google account.

I've seen multiple tech journalists who received packages with them included, but I'm haven't heard about anyone who ordered normally receiving them. Also, chrome on the headset isn't reporting the right input profile string just yet.

The Wonderland engineers are now using the new EXT_clip_control and posted examples on how this enables large scale experiences by using reverse-Z. Before: depthprecisionwlp-766473.cloud.wonderland.dev After: depthprecisionwlp-639992.cloud.wonderland.dev bsky.app/profile/caba...

DepthPrecision.wlp

Wonderland Engine based project.

depthprecisionwlp-766473.cloud.wonderland.dev

@cabanier.bsky.social · last yr.

Quest Browser 38.1 went out today with some new features. 1. you can now foveate any texture (immersive-web.github.io/layers/#dom-...). Previously, you could only get foveation on webxr texture layers and the webxr framebuffer 2. Support for EXT_clip_control (registry.khronos.org/webgl/extens...)

Browser 38.2 went out with a couple of new features: WebXR's 'passthroughFulllyObscured' feature lets you disable the passthrough if you cover the entire screen. This saves battery and performance for sessions that only sometimes show passthrough