cabanier.bsky.social

cabanier.bsky.social

@cabanier.bsky.social

58 followers41 following74 posts

@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.

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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.

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Brandon Jones@toji.dev

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?

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I'll be at Meta Connect in SF from Sept 16-20 talking #WebXR to anyone who'll listen, hope to see you there

James Clifford Kane@jamesckane.bsky.social

📢 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

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

UploadVR@uploadvr.com

WebXR apps packaged as PWAs on the Meta Horizon Store can now use in-app payments, letting web developers monetize their experiences:

Shared spaces automatically establish a shared coordinate system between headsets in the same room. Let me know what you think of the feature and if something is missing. I tried to make it as easy as possible to use.

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...

depthprecisionwlp-766473.cloud.wonderland.devDepthPrecision.wlpWonderland Engine based project.
cabanier.bsky.social@cabanier.bsky.social

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

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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

Experimental support for "shared" reference spaces. This feature makes it so that HMDS in the room automatically have a common coordinate space. Ask for "shared" during session init and then create a "shared" reference space. This space has a UUID and should be shared with headsets in the same room

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