WebGPURenderer WebXR is blank with Apple Vision
Description
I'm testing Apple Vision Simulator webxr controllers again. What is working with the WebGLRenderer WebXRManager is showing a black render with no error logs with WebGPURenderer,
Reproduction steps
- Apple Vision Simulator.
- Any XR WebGPU demo. Launch to XR.
- Blank black render with no error
Code
na
Live example
Screenshots
No response
Version
181
Device
Headset, Mobile
Browser
Safari
OS
iOS
Have you considered to report the issue directly to Apple instead? Since the demo works on Quest devices, there is probably an issue with the WebXR implementation on the Vision Pro.
These examples are ok. It seems to be with the WebGPURenderer/WebGLBackend ? No error unfortunately. I'll do more debugging it might be the immersive mode used.
https://threejs.org/examples/?q=video#webxr_vr_video https://immersive-web.github.io/webxr-samples/immersive-vr-session.html
The immersive mode doesn't affect anything. It's just with the WebGPURenderer.
I wish...Apple would support us more when issues come around with the Vision Pro. In contrast, Meta has funded a lot of work for three's WebXR features implemented by @cabanier and he is also a direct contact when we have questions around the Quest devices. Given that almost nobody has the Vision Pro because of it's high price, that makes testing even more difficult.
I assume the Simulator is not a standalone thing but part of XCode, right? Is it possible to use it without being a registered developer at Apple?
I'm so sorry for the confusion. You install the VisionOS simulator via xcode. I had to get a client to give me a mac mini for development of a multicast agent to HLS program I built. Which I use for VR testing.
There is no Quest simulator. I had to get another client to send money for me to get a second hand Quest 2 locally. Which was grose and not clean where I had to trash the strap and facepad. There is no clear passthrough camera to test WebRTC camera publishing with my WebRTC feature with Quest 2 though. So immersive-vr mode is needed. It got me by developing the media layer feature I have a PR for waiting for approval still and testing XR and controllers in Quest. Which I just made another PR for a universal controller manager I have fully tested and working !
I have an apple developer account without having to pay them. The client manages the signing certificates to build the agent app via their paid account which I can access on my account. I don't believe XCode needs to be logged in to install the simulator. I will take a screenshot.
A real Apple Vision headset is needed to test out hand tracking controls which uses AR for real hands but may still need the hand model for VR immersive mode. I can only get basic selections and hover intersections for the transient-pointer controller tested. transient-pointer connects and disconnects on each selectend event. I have support for that in the XRControllerManager I committed for review.
There is no Quest simulator. I had to get another client to send money for me to get a second hand Quest 2 locally. Which was grose and not clean where I had to trash the strap and facepad. There is no clear passthrough camera to test WebRTC camera publishing with my WebRTC feature with Quest 2 though. So immersive-vr mode is needed. It got me by developing the media layer feature I have a PR for waiting for approval still and testing XR and controllers in Quest. Which I just made another PR for a universal controller manager I have fully tested and working !
You can buy a brand new Quest 3s today for $200. If you want a used one, you can find them for a bit over $100 on Ebay. It's possible that it's a bit more expensive in your country but it will still be more cost effective than trying to set up emulators.
I wish...Apple would support us more when issues come around with the Vision Pro. In contrast, Meta has funded a lot of work for three's WebXR features implemented by @cabanier and he is also a direct contact when we have questions around the Quest devices. Given that almost nobody has the Vision Pro because of it's high price, that makes testing even more difficult.
I assume the Simulator is not a standalone thing but part of XCode, right? Is it possible to use it without being a registered developer at Apple?
I got caught up figuring out a stereo plane render for this 2D Depth AI video format. It looks great but creating demo videos is impossible with low ram and vram.
In preferences - components you install the visionOS simulator there. Its free without a developer login.
There is no Quest simulator. I had to get another client to send money for me to get a second hand Quest 2 locally. Which was grose and not clean where I had to trash the strap and facepad. There is no clear passthrough camera to test WebRTC camera publishing with my WebRTC feature with Quest 2 though. So immersive-vr mode is needed. It got me by developing the media layer feature I have a PR for waiting for approval still and testing XR and controllers in Quest. Which I just made another PR for a universal controller manager I have fully tested and working !
You can buy a brand new Quest 3s today for $200. If you want a used one, you can find them for a bit over $100 on Ebay. It's possible that it's a bit more expensive in your country but it will still be more cost effective than trying to set up emulators.
Quest 3 is going for $499 aud new. At the time in April I managed to get a second hand Quest 2 for $250 aud. I have alot of people using my VR player features for videojs/jwplayer/flowplayer over the years but alot to outlay myself still. Q2 is fine but the cpu and fan ramps up at times.