10-28-2024 08:26 AM - edited 10-28-2024 09:52 AM
Hello @MetaQuestSupport,
I'm currently researching in the direction of human performance capture with dynamic gaussian splatting and want to implement a performant web viewer which runs on Meta Quest 2 and 3.
Therefore I would love to use the WebXR-WebGPU-Bindings which allow to use WebXR with WebGPU instead of WebGL. The WebXR report page indicates that these bindings are not supported when I check it on my Meta Quest Browser with the latest update.
My Problem is, that I'm already in development and need this feature as soon as possible or I have to work with WebGL which does not support compute shaders.
So my questions are:
Will the bindings be supported in the near future?
If yes, is it possible to get early access?
Thanks in advance and best regards,
Steffen
11-02-2024 12:23 AM
Is there any information on this? I have heard that the bindings are now actually executable on Android and only need to be supported by the Meta Quest browser.
11-15-2024 05:21 AM
Hello @MetaQuestSupport,
is it possible to get at least some kind of response to my question?
11-16-2024 08:11 PM
As far as I see of the current situation and hoping the meta will be adding it soon.
· The technical barriers are lower since Android already supports it
· Meta wouldn't need to implement the entire WebGPU stack from scratch
· It could potentially be added through a Quest browser update
May be I think we need to constantly monitor the below links for any changes
1. Meta Quest Browser Release Notes:
· https://developer.oculus.com/documentation/web/browser-release-notes/
2. Chrome for Android WebGPU Status:
· Chrome Platform Status: https://www.chromestatus.com/feature/6213121689518080
3. Chrome Releases Blog: https://chromereleases.googleblog.com/
4. WebXR Discord Community:
· Main Invite Link: https://discord.gg/chaVkRc
5. Meta's Developer Forums:
· Meta Quest Developer Forums: https://forums.oculusvr.com/t5/Developer-Discussion/bd-p/dev
6. Meta for Developers (General): https://developers.facebook.com/community/
11-18-2024 03:16 AM
Thank you for the insights. I'm already monitoring these resources.
But in my case I just need an official response to the following questions I already stated in my initial post:
Will the bindings be supported in the near future?
If yes, is it possible to get early access?
I just need to know whether I might still be able to use it in my project period, or whether I'd better not rely on it.
11-21-2024 07:50 PM
Adding WebGPU support for WebXR is in our backlog, but unfortunately we don't currently have a firm date for when this will arrive.
12-10-2024 12:14 AM
Thank you very much! That's almost the answer I was hoping for.
01-11-2025 12:06 PM
But isn't WebGPU already supported thanks to Chromium Milestone 130 which is being used in Meta Quest Browser 36.0????????????
Meta Quest Browser 32.0
- WebGPU: Support for WebGPU (!)
Browser 36.0
Updated to Chromium Milestone 130:
WebXR/WebGPU integration ( created on 2024-08-13 18:49:45 ( 5 months ago ))
https://chromestatus.com/feature/5077077997649920
By the way we can use WebVR + WebGL + WebGPU correct?
01-13-2025 05:03 AM
WebGPU itself is supported. But I'm sure you're talking about the bindings.
When I open the WebXR samples report page on my Meta Quest, it tells me that the WebXR/WebGPU bindings are supported. But when I run one of the WebXR/WebGPU demos they don't work.
For your last question:
Yes it's possible to combine them. I did a workaround to render each view completely in WebGPU and pass the rendered images to WebGL and it works. Right now this costs me about 4ms in rendering time.
01-16-2025 09:13 AM
This sounds like an exciting project, Steffen! I hope the WebXR-WebGPU-Bindings are supported soon, as it could make a huge difference in performance. It would be great if Meta or other platforms could provide early access to help developers like you move forward faster. Best of luck with your research!