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New Participant
January 5, 2026
Question

WebGPU Compute into WebXR on Quest

  • January 5, 2026
  • 13 replies
  • 761 views

Anyone know the expected date for Meta Quest's WebGPU-WebXR layer? 

i just purchased a MetaQuest 3, to complement my Quest 2, for WebXR development *with* WebGPU ( Compute-Shader only Voxel/SDF engine ) and found Meta-Browser's  doesn't support WebGPU-WebXR, a 'Chromium 134' stable feature.  Suprising since Quest 3  is a "Flagship of XR" device ( in terms of sales/popularity/development ).

Reference check here:
https://immersive-web.github.io/webxr-samples/webgpu/


i've web-searched extensively yet not found a workaround/flag to set or anything to do other than the suggestion to build a WebGPU copy into WebGL context ( wasting bandwidth/VRAM on copying the XR canvas? ) 

Am i missing anything?

Thx---

 

 

13 replies

New Participant
January 5, 2026

Seems unlikely that Meta wouldn't update with Chrome flags, especially for the main browser for WebXR? Perhaps you've missed an update?

New Participant
January 5, 2026

Definitely up to date on device & browser...and tried other browsers ( old Firefox & Wolvic, to no avail ).

 

 

New Participant
January 6, 2026

i tried webxr-samples/webgpu above...and they did not work on my MetaQuest 3S...

Is there a forum specifically for webgpu?

Or is Meta discouraging it in favor of dedicated Meta-Store Apps? Like Apple does with AppStore vs WebApps/PWA?

New Participant
January 7, 2026

So i'm building a WebGPU offScreen canvas to load into glTexture to present the WebXR camera visuals and have noticed that MetaQuest only offers the DEPTH MAP uint16 as 'gpu-optimized' depthUsage in GL as  texture.

So to use WebGPU COMPUTE on 'depth-image-of-headset' with WebXR, specifically MetaQuest devices, we have to

1) copy the depthBuffer from a GL texture back to CPU
2) then back to GPU
To show visuals, we have to
3) copy WebGPU compute results back to CPU
4) and upload to GL as a texture
5) then render into the WebXR framebuffer

lotta extra steps for 'render' and access to GPU depth...

Meta must have an experimental feature i'm missing if not a regular one?

The "MetaQuest Developer Hub", MQDH, doesn't offer much for WebXR nor does the standalone Win11 emulator.  The Chrome Plugin behaves differently ( doesn't crash on any requestXYZ api calls, unlike the devices, which hang on requestLightProbe, etc. )

 

 

New Participant
January 8, 2026

i've been experimenting with putting the WebGPU left/right eye texture into a buffer for readback, and with moving the texture into an offscreen canvas but haven't found any 'fast-paths' to make this happen.

The reverse approach, coming from the WebGL texture that holds the MetaQuest 3S Depth Buffer back into WebGPU using 'writeTexture' or 'copyExternalImage' is another pathway in need of a fastpath.

Not sure what Meta's Developer Relations consider a best path??

 

New Participant
March 13, 2026

I hope Meta implements the binding soon since they've recently changed their standing and aim to support 3rd party developers more. WebXR+WebGPU would be huge!

New Participant
March 13, 2026

Clearly many folks share such interests.

Question is how to engage them on this request?? Is there a place to vote or emphasize such a priority??  

kutlaytunc
Inspiring
June 28, 2026

Ditto, I know it is experimental feature now but it is broke in so many ways, I hope you push this new tech into our devices so we can reduce friction via webxr

New Participant
July 5, 2026

It with be great to have WebGPU WebXR rendering for a fun 3D app I’ve just released as a v1.0

Here’s the link, with WebXR support…

https://www.linkedin.com/posts/malduffin_4thofjuly-independenceday-america250-activity-7479128484628447232-IxEn?utm_source=share&utm_medium=member_ios&rcm=ACoAAAAaZCcBm0xnib3XXsry0bwvbLsAfmxspS0

Direct link showing Belfast and the Titanic is https://face-flight.com

 

SythosEU
Participant
August 14, 2026

immersive-web git repo is a design to put some XR on a three R181, up to a bump to R185 isn't so bad the issue is the core basethe render pipeline on WegGLRender via "createWebGLRenderer", the code should be modified to include also three/webgpu and redesign the rendering pipeline (keeping webGL2 as fallback if host device don't support WebGPU maybe), is a massive bunch of work.

I've still a "vintage" quest2 :D but it still good to render, imho some improvements should be done also to Meta web browser to improve a bit, but so far get already enough (i've done as personal example and exercize couple of webgames pushing hard WebGPU in immersive page too, tbh i've also though to help on git forking and sending PR, but is honestly a lot of work and i'm not sure people will use web for webgames than a native app, so i've just kept my things for personal purpose (so far... but never seen this thread before, maybe a PR may be appreciated)