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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

kutlaytunc
Inspiring
September 1, 2026

Up.

New Participant
October 8, 2026

As it's not well documented, to enable WebGPU with WebXR on the Quest 3, in `chrome://flags/` you need to enable webxr-layers, webxr-projection-layers, webxr-webgpu-binding AND webxr-experiments.

So your end users won't be able to take advantage of it, unless they're technical. :-(

New Participant
October 8, 2026

Thanks for the notice RumBerber!

Am encouraged that means "some amount of time" before its enabled by default, as per the traditional "experimental flags" into features goes.

Does anyone know if there's a timeline for that change? or a forum other than this to check for notifications?

Its gonna be excellent to drop all the WebGPU-convert-to-WebGL-for-MetaQuest baggage code.