cabanier.bsky.social reposted
Check out what's new in WebGPU for Chrome 155-156, with a special guest appearance by my blog!
cabanier.bsky.social
cabanier.bsky.social reposted
Check out what's new in WebGPU for Chrome 155-156, with a special guest appearance by my blog!
cabanier.bsky.social reposted
Wrote a blog post about using WebGPU's upcoming bindless texture sampling feature, with an accompanying demo! toji.dev/2026/10/06/w...
@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!
@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?
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.
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 :-)
@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.
cabanier.bsky.social reposted
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.
cabanier.bsky.social reposted
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
cabanier.bsky.social reposted
cabanier.bsky.social reposted
Replying to @cabanier.bsky.social
I ordered a Galaxy XR w/ controllers on the day it became available. Already got the headset, controllers said they were delayed till Nov 3rd. Then Nov 6th. Then today I got notified that they're delayed till JANUARY 8th! They really thought nobody was gonna buy these, huh?
cabanier.bsky.social reposted
Just published WebXR Input Profiles assets v1.0.20, which includes Galaxy XR's controllers. www.npmjs.com/package/@web...
cabanier.bsky.social reposted
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
cabanier.bsky.social reposted
Mozilla is going to ship WebGPU on Apple silicon Macs in November! groups.google.com/a/mozilla.or...
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.
cabanier.bsky.social reposted
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...
cabanier.bsky.social reposted
cabanier.bsky.social reposted
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:
cabanier.bsky.social reposted
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:
Quest browser v38 is now out to all users. Let us know if you tried out shared spaces feature and ran into any issues. The sample that I played with my daughter is hosted here: sharedshooter.arvr.social
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...
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...)
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...)
3. Support for hand microgestures. They follow the OpenXR specification. See registry.khronos.org/OpenXR/specs... Here is an example that uses the gestures: micro-gestures-demo.glitch.me
You are up to date.