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cabanier.bsky.social

@cabanier.bsky.social
58 followers 41 following 74 posts
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cabanier.bsky.social @cabanier.bsky.social · 02/05/2026
@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!
issues.chromium.org
Chromium
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cabanier.bsky.social @cabanier.bsky.social · 28/04/2026
@adarose.dev Does WebGPU work in the Vision OS Simulator? I'm unable to get it to work. Is there a flag or setting?
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cabanier.bsky.social @cabanier.bsky.social · 27/04/2026
@toji.dev do you know when WebGPU will support multisample texture arrays?
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cabanier.bsky.social @cabanier.bsky.social · 23/04/2026
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.
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cabanier.bsky.social @cabanier.bsky.social · 09/03/2026
@toji.dev is the webgpu bot on twitter hallucinating?
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cabanier.bsky.social @cabanier.bsky.social · 31/01/2026
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 :-)
cabanier.github.io
Three-Quake
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cabanier.bsky.social @cabanier.bsky.social · 26/01/2026
@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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Brandon Jones @toji.dev · 08/01/2026
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.
developer.chrome.com
What's New in WebGPU (Chrome 144)  |  Blog  |  Chrome for Developers
WGSL subgroup_id and uniform_buffer_standard_layout extensions and WebGPU rolling out on Linux.
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cabanier.bsky.social @cabanier.bsky.social · 06/01/2026
Is there a way to have more than 1 profile on my Galaxy XR? I'm trying to share my headset with other without giving them access to my Google account.
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James Clifford Kane @jamesckane.bsky.social · 10/11/2025
My new game launches this week Don't let it sneak up on you
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cabanier.bsky.social @cabanier.bsky.social · 02/11/2025
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
cityslingvr.arvr.social
City Sling VR Experience
City Sling VR, WebXR game maintained by Rik Cabanier
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Brandon Jones @toji.dev · 02/11/2025
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 · 02/11/2025
Same bsky.app/profile/toji...
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Brandon Jones @toji.dev · 28/10/2025
Just published WebXR Input Profiles assets v1.0.20, which includes Galaxy XR's controllers. www.npmjs.com/package/@web...
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UploadVR @uploadvr.com · 10/10/2025
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...
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cabanier.bsky.social @cabanier.bsky.social · 09/10/2025
#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
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Reposted by @cabanier.bsky.social
Brandon Jones @toji.dev · 08/10/2025
Mozilla is going to ship WebGPU on Apple silicon Macs in November! groups.google.com/a/mozilla.or...
groups.google.com
Intent to ship: WebGPU on macOS Tahoe for ARM64
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cabanier.bsky.social @cabanier.bsky.social · 03/09/2025
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.github.io
WebXR body tracking
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James Clifford Kane @jamesckane.bsky.social · 02/09/2025
I'll be at Meta Connect in SF from Sept 16-20 talking #WebXR to anyone who'll listen, hope to see you there
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Brandon Jones @toji.dev · 21/07/2025
"AI" is a brown paper bag in your fridge with a sticky note saying "statistical noise, do not trust" on it
media.tenor.com
Arrested Development Dead Dove GIF
ALT: Arrested Development Dead Dove GIF
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James Clifford Kane @jamesckane.bsky.social · 17/07/2025
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
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Brandon Jones @toji.dev · 25/06/2025
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...
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cabanier.bsky.social @cabanier.bsky.social · 25/06/2025
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-...
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cabanier.bsky.social @cabanier.bsky.social · 03/06/2025
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:
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cabanier.bsky.social @cabanier.bsky.social · 08/05/2025
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.dev
DepthPrecision.wlp
Wonderland Engine based project.
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cabanier.bsky.social @cabanier.bsky.social · 05/05/2025
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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cabanier.bsky.social @cabanier.bsky.social · 28/04/2025
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...)
immersive-web.github.io
WebXR Layers API Level 1
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