@toji.dev We found an issue in dawn. I filed a bug here: issues.chromium.org/issues/50868... and posted a potential fix in the dawn github repo. Your metaballs sample triggers it!
Chromium
issues.chromium.org
@cabanier.bsky.social
@toji.dev We found an issue in dawn. I filed a bug here: issues.chromium.org/issues/50868... and posted a potential fix in the dawn github repo. Your metaballs sample triggers it!
Chromium
issues.chromium.org
@adarose.dev Does WebGPU work in the Vision OS Simulator? I'm unable to get it to work. Is there a flag or setting?
@toji.dev do you know when WebGPU will support multisample texture arrays?
MrDoob ported Quake to three and I added WebXR support: cabanier.github.io/three-quake/ Enter the game in 2d mode and then go immersive. It seems to work ok on Quest and Galaxy XR. It helps that AndroidXR has the exact same button mappings :-)
Three-Quake
cabanier.github.io
@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.
Chrome 144 includes the start of a slow rollout of WebGPU support on Linux! Intel Gen 12+ only for the moment, but expected to expand.
What's New in WebGPU (Chrome 144) | Blog | Chrome for Developers
WGSL subgroup_id and uniform_buffer_standard_layout extensions and WebGPU rolling out on Linux.
developer.chrome.com
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.
My new game launches this week Don't let it sneak up on you
I updated cityslingvr.arvr.social so it works on Galaxy XR. Give it a try! It works with hands but I'm unsure if it works with a controller
City Sling VR Experience
City Sling VR, WebXR game maintained by Rik Cabanier
cityslingvr.arvr.social
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.
Just published WebXR Input Profiles assets v1.0.20, which includes Galaxy XR's controllers. www.npmjs.com/package/@web...
Meta's web browser now uses depth sensing for WebXR Hit Testing on Quest 3 & 3S, enabling instant mixed reality object placement without a Scene Mesh. Details here: www.uploadvr.com/quest-browse...
#Quest Browser 40.4 was released with support for real time hit testing on Quest 3 and 3s. You no longer have to scan the room if you want to use the #WebXR hit test API since we will measure the room while doing hit testing. I used immersive-web.github.io/webxr-sample... for the recording
Mozilla is going to ship WebGPU on Apple silicon Macs in November! groups.google.com/a/mozilla.or...
Intent to ship: WebGPU on macOS Tahoe for ARM64
groups.google.com
Quest Browser 40.2 now has support by default for WebXR Body tracking. Example here: cabanier.github.io/webxr-sample... It works on every Quest headset and will fall back to emulation if hand tracking is disabled.
WebXR body tracking
cabanier.github.io
I'll be at Meta Connect in SF from Sept 16-20 talking #WebXR to anyone who'll listen, hope to see you there
📢 Meta published my guest piece on their developer blog! I wrote about making ‘In Tirol’ as a one-man band, including inspiration, script, art, score, voiceover, development and launch at GDC: developers.meta.com/horizon/blog...
"AI" is a brown paper bag in your fridge with a sticky note saying "statistical noise, do not trust" on it
Arrested Development Dead Dove GIF
ALT: Arrested Development Dead Dove GIF
media.tenor.com
This thread is incredible.
The PWA in-app purchases discussed here is a step in the right direction, but very glad @uploadvr.com captured this perspective. Meta Quest and its browser needs a trusted OS-level wallet for it to move beyond niche gaming console status
WebXR apps packaged as PWAs on the Meta Horizon Store can now use in-app payments, letting web developers monetize their experiences:
The WebXR Input Profiles assets package has been updated to v1.0.19, which includes the themed version of the Quest controller from the Quest 3S XBox Edition. www.npmjs.com/package/@web...
We just posted the #WebXR profiles for the new XBox branded #Meta #Quest controllers. Select in `meta-quest-touch-plus-v2' in immersive-web.github.io/webxr-input-...
I posted a small description on Quest browser new experimental "shared spaces" feature: github.com/cabanier/sha... Here's a small demo recording that show it in action:
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
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
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...)
WebXR Layers API Level 1
immersive-web.github.io